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RFB Team
11-22-07, 09:17 AM
RFB 1.52 for SH4 v1.5 uploaded 10.25.08, with new patch 18 January 2009, plus hotfix

Posted for download
The 1.5 compatible version of the latest Real Fleet Boat

RFB release file names begin with RFB 1.5 and end with the release date.
Date is in the MM.DD.YY format

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If you read nothing else, PLEASE READ THIS SECTION!!


**** This is mod is compatible only with version 1.5 of the game****

Please, read the manual before asking a question about RFB gameplay. We are not against helping RFB players with their questions, but we have strove to make the manual as comprehensive as can be at this point in time. More likely than not, your question will be answered by reading the manual.

RFB Support for version 1.4 of the game has stopped. Do NOT attempt to install this mod with any version of the game other than 1.5! The 1.4 file is still available for download, but remember the RFB team is NOT supporting it. DO NOT ask questions about 1.4 in this thread.

Installation notes:

Please download and read the manual for information about how to install the mod. Make sure you download and enable the patch after the main RFB file.

Some of the Key commands have changed from stock- Download the RFB key command changes file to see the changes. We are working on a keyboard layout you can download and print out.










Gameplay notes:

RFB 1.5 introduces a new submarine damage model system that is a departure from earlier models. The important thing to note here is that small-caliber (i.e., 20 mm) fire can and will damage your submarine and have a negative effect on your crew's health. In short, this means your sub's hull integrity will slowly be eaten away if you allow an enemy ship to rake your hull with cannon fire, not to mention the crew casualties you will suffer as well. This new system is a work-in-progress and will be improved upon in further RFB releases.
Fuel management is now even more of a crucial item you simply cannot ignore. In RFB, every sub has been configured to obtain its best balance between speed and range with the Ahead Standard bell. Any higher and your fuel efficiency will drop; at lower speeds your range will increase, but it will take you that much longer to reach your objective. In conjunction with this, your navigator will tell you what your maxiumum range is at your current speed; look for the button on the menu bar. With thoughtful and rational use of your boat's speed settings, you can complete 4-week-plus patrols easily without having to re-fuel. If you run out of fuel, you did something wrong.
When you man a deck gun or anti-aircraft gun for the first time on a patrol, you must click the shell icon in order for the gun to load. Do NOT, repeat, do NOT post messages to the effect of "my gun is out of ammo!" here on the forum. You will be referred to this thread instead.
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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 Bär, Monolith, Peto, fireship4, Rockin Robbins, Gunfighter, Fearless, CDR Resser, Donner, skwasjer, Nisgeis, FooFighters

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.

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Download Locations

(Run a Google search if you don't have a file extractor). Extract the file to your SH4 directory and enable the mod via JSGME (again, Google it if you don't know what it is).

RFB 1.52 File:

EDIT: Removed

RFB 1.52 Manual:

http://www.subsim.com/radioroom/downloads.php?do=file&id=429

http://www.silenthuntermods.com/supermods/RFB/Real%20Fleet%20Boat%201.52%20User%20Manual.zip

http://www.bts-mods.com/?page=sh4-supermods-page1

RFB 1.4 File:

http://www.subsim.com/radioroom/downloads.php?do=file&id=510

http://www.filefront.com/thankyou.php?f=13591042&k=b49f00f16342525fc237ad9dfb29186605b0ae90ff754b19 e043a46960d7e28f

Key Command Changes:

http://dodownload.filefront.com/9818906//52241174ef994b1b4752c254b94a359d298d324b24aa08287d ad3c97f70ce8354ed5d22a495dce12

http://www.silenthuntermods.com/supermods/RFB/RFB_key_command_changes.pdf

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INSTALLING Real Fleet Boat- file overwrites

You will be asked if you want to overwrite files. Go ahead and accept the overwrites. The explanation as to why follows.

PLEASE READ THE FOLLOWING NOTE:
What working together means is that any files overwritten by RFB have the changes from the other mod built into them.

RSRD overwrites some files in RFB that are the same in all aspects in both mods. The reason those files are in RFB also is RFB already had campaign changes in it and they are left in there for people who don't want to use RSRD. The other files RSRD overwrites in RFB replaces the RFB campaign mods. Yes this changes the campaign files in RFB, but that's actually desirable because RSRD is a different, vastly more comprehensive and better developed mod than the campaign mod in RFB.

So they are considered compatible because you only gain additional features by overwriting files, but you don't get conflicts. Does this explanation makes sense?

Because of the fact the mods are built independently, it's not possible to have files that never overwrite

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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
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Brief List of 06.23.08 changes

Re-worked crew rosters for American submarines by LukeFF
Re-adjusted torpedo peformance by LukeFF
Small adjustments to a couple of audio files by LukeFF
Deck gun shell power slightly adjusted by LukeFF
Japanese depth charge fix, brought to our attention by lurker_hlb3
Modified Truk Island terrain by Carotio

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Brief List of 1.5 05.10.08 changes

Re-worked crew configurations for all submarines and U-boats by LukeFF
Equipment, conning tower, and upgrade pack rework by LukeFF
New, more realistic flags by LukeFF
New hydrophone sounds by LukeFF
New submarine and crew damage work by LukeFF
New SCAF work by CapnScurvy
Orders bar graphics by AVGWarhawk
Submarine interior dials and TDC/Torpedo panel graphics by AVGWarhawk
Orders bar button layout by swdw
Torpedo performance adjustments by swdw
HUD dials by Jimimadrid
Textured Pants with WWII Belt Buckle mod by CaptainCox
American Medals Fix by Ducimus
Submarine Smoke mod by Ducimus

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Brief list of 1.4 03.14.08 changes

Peto's extended evasion
CapnScurvy's SCAF
swdw's draft and dive rate
De@dMe@t's Night Hamilton22 Chrono
Anvart's SD antenna mod
Cap'n Cox's Airbase location mods
Ducimus' tugboat and Kaibokan fixes
LukeFF's Realistic Crew configs and National Flags
SteveTRM's Sounds
Castorp345's What color is your torpedo
Castorp345 and Tei's new radio graphic

Changes to RFB by the team
AI sensor changes
Sub Hydrophone changes
Sub radar changes
Interior gauges
Interior eye candy
Crew placement in the control room
HUD rework
Range changes to boats
Increased crew manning to correct levels on some boats
Periscope cross hair colors
Flags
Hull damage
Crew damage
Crew roster changes
Crew ability changes
More realistic torpedoes
Corrected dates for boat types, add-ons, torpedoes
Decoys available when historically available
Removal of texture files and scene files that conflict with either Kriller2's or W_Clear's environmental mods.
Shell damage and reload times
A number of additional sounds and alterations to sounds

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AiR Layer changes

Just make this the LAST mod you install. You can install this w/o returning to port.
To be on the safe side, though, don't install it if you have a saved game with an active air contact. Play the saved game until the air contact clears, save it and then install.

This includes airfields and Seaplane Bases selectively chosen, but with strong regard to historic battlefront intensity and relevance.

Here's a brief sketch he wrote of what he's done.All airfields are from various net sources and are not placed by Long/Lat. That said, they should have a fairly good margin of error in most cases, say 0-15 km. All airfield dates will be as accurate as can be researched, this is usually pretty much spot on.

Aircraft added:

B6N2_Jill
C6N2_Myrt
B5N2_Kate (Specialist version)
A6M2-N_Rufe (Courtesy Lurker_hlb3)

The Nakajima is for a base put in place of tender ships. It is a physical floatbase, but is placed in the air layer whenever the tender ships took part in an operation. The float base (tender ship) will also have F1M petes.

-Betty's are rare, Zero fighters even rarer.
-Visible A6M2-N presence from 42 to mid 43. This is over archipelago's.
-H8K's visibly improve with radar technology over the theatre progression.
-1944 sees some specialist B5N2 and variations.
-Specialist C6N2 search plane employs Type_N6 Radar.(Radar set enters service in Sep '44)
-Air DC doctrine progresses.

Despite having 'depth vision', all attack aircraft have normal max distance view. This means they will detect you underwater only at proximity, 50m will generally shake detection. Especially effective when a search plane 'tells' them where to look.

Despite having a reduced air frequency, radio contacts will be attended with great competency. This has allowed Search planes to do the job they were intended for. And that's directing ASW to you.

Not all planes are malicious, many will not see you without radar equipment.

Bomber and Fighter ground based aircraft set to Novice.


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Changes in 1.3 also part of 1.4
IJN Corrected ship EQP 1.0, IJN radar fix, IJN DC mod 0.91 for stock install- Tater

Combined uniform mod- Capt Cox

Realistic Crew Ranks 1.3a- LukeFF

JP ship dimension fix- Krupp [Added dimension fixes to RFB. Where a cfg file was in this file and RFB, compared the files and merged so dimension fixes (length, width, mast, draft) were included with RFB changes to other parameters. Corrected NSC_Subchaser folder name to correct name]

Graybar metal HUD- Jaketoox- modified in the 1.4 release

Fuel & battery range changes- Ducimus

Rock & Roll submarine added to RFB files- Leovampire (Leo's changes, I just copied them into the RFB files- give him the credit)

Sub propeller rotation fix- Anvart

Sleep mod- Raymond6751 Tired of your whole crew going to sleep- this will help. Note -you still can't keep them at battlestations 24/7. They do have to sleep, but they recover faster now.

Better Scopes mod v1.5- Capt Cox

Sub Speeds- this takes Leo's sub speed changes for the EO telegraph and modifies them to match some real data found. Slightly different from Leo's, but still gives better silent running than stock. Leovampire/swdw

LukeFF realistic crew config- historical crew setup and watch station requirements

Trimzekes' sweaty sailors, CPO, and Foul weather uniform mod



New Intro movies-swdw
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Real Fleet Boat (realism mod for single player SH4):
This mod fixes a number of inconsistencies in Silent Hunter: Wolves of the Pacific. The changes more accurately reflect the available historical data concerning submarine activities in WW2. The eventual goal of the patch is to accurately recreate all aspects of the submarine war between 1941 and 1945. Please note that this mod is in no way supported or endorsed by Ubisoft. It is an unofficial patch intended purely to enhance everyone's enjoyment of the game.
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Recommended Settings:
All gameplay (realism) setting check boxes should be checked except for 'No External View' (if desired) and 'No Map Contact Update'.
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Installation instructions:
Please, always install the Real Fleet Boat mod over a clean copy of Silent Hunter 4 with the necessary official patch. Please do not copy over an older RFB version - sometimes files are removed from the mod and if the older mod is not uninstalled these leftover files may cause problems.
If you're using the JoneSoft Generic Mod Enabler:
Simply unzip the RealUboat mod into the Silent Hunter Wolves of the Pacific\MODS folder. Then, run JSGME.exe and you should see the mod listed as an available mod. Simply select it, then press the enable button and the mod will automatically install. If you ever want to uninstall the mod, simply run JSGME.exe again and disable the mod. This will return the game to its previous state.
If you're not using the JoneSoft Generic Mod Enabler, first unzip the mod to the desktop. Then, open the folder that's been created. Inside you'll see a data folder and a readme file. Copy these to the Silent Hunter Wolves of the Pacific folder (make sure you have the correct version of SH4 installed first). When you copy the files, Windows will ask you if you want to overwrite files: click on yes for all files.
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Version 0.01:
070326: Removed Ubisoft logo movie. Mod by 9th Flotilla (Data\Movies\Intro\Logo.wmv).
070326: Removed intro movie. Mod by Beery (Data\Movies\Intro\Intro.wmv).
070327: Adjusted realism settings to make 'Realistic' the default game setting and to remove the penalty for using the outside camera view. Mod by Beery (Data\Cfg\GameplaySettings.cfg).
070327: Added realistic sun graphic. Mod by GunMod (Data\Textures\TNormal\tex\sun_b.tga).
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Version 0.02:
070327: Added part of Realistic Plotting mod from RUb. Original mod by GouldJG with additional content by Observer (Data\Cfg\Contacts.cfg).
070327: Added Greenlamp mod. Mod by Jimimadrid (Data\Menu\Gui\Layout\HUD.dds, HUD.tga, HUD_AdversarialMode.tga, ReplayElements.dds, ReplayElements.tga).
070327: Added Realistic Battery Life mod. Mod by CCIP (Data\Submarine\NSS_Tambor\NSS_Tambor.sim, Data\Submarine\NSS_Sargo\NSS_Sargo.sim, Data\Submarine\NSS_Salmon\NSS_Salmon.sim, Data\Submarine\NSS_Porpoise\NSS_Porpoise.sim, Data\Submarine\NSS_Gato\NSS_Gato.sim, Data\Submarine\NSS_Balao\NSS_Balao.sim).
070328: Added 'RealisticShipSinkingTime=true' to gameplay settings. Mod by Galanti (Data\Cfg\GameplaySettings.cfg). Not sure if this helps, but it can't hurt.
070328: Added realistic moon graphic. Mod by Ailantd & Beery (Data\Textures\TNormal\tex\Moon.dds, moon_hallo.dds).
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Version 0.03
070328: Removed orange U-boat position marker. Mod by Beery (data\Misc\UMark.dds).
070329: Added mod name and version number to loading screen. Mod by Beery (data\Menu\Loading\Intro_logo_bkg.dds).
070329: Added 16 new campaign start dates to complement the game's video briefings. Mod by Beery (Data\UPCData\UPCCampaignData\CareerStart.upc, CareerVideoBriefings.upc).
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Version 1.10
070329: Removed the game's soundtrack. Mod by Schlageter-JG26 (Data\Sound\Music\music.cfg, Nosound.ogg).
070330: Added Icons mod. Mod by Jimimadrid (Data\Menu\Gui\Layout\CrewSystemsManagement.dds).
070331: Corrected bases and dates of service for all Gar, Porpoise, S18, S42, Salmon, Sargo & Tambor Class submarines. Mod by Beery (Data\Roster\American\Submarine\SSGar.cfg, SSPorpoise.cfg, SSS18.cfg, SSS42.cfg, SSSalmon.cfg, SSSargo.cfg, SSTambor.cfg; Data\UPCData\UPCCampaignData\CareerStart.upc, Flotillas.upc).

070401: Added Vertical Nomograph tool. Mod by Cdrake66 & Hildofr (Data\Menu\Gui\Layout\nomograph.dds; Data\Menu\menu_1024_768.ini).
*** 070401: Added Real Medals mod. Mod by FullMetalEdges (Dat\Menu\Data\AwardsItems_1.dds, AwardsItems_2.dds; Data\Menu\Gui\Layout\CrewSystemsManagement.dds; Data\Menu\menu.txt).
070401: Added Dutch Harbor in the Aleutians as a port from which players can start campaigns. Mod by Beery (Data\UPCData\UPCCampaignData\CareerStart.upc, Flotillas.upc).
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Version 1.11
070403: Fixed a bug that prevented players from using Dutch Harbor in April 1942.
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Version 1.12
070404: Added new clock. Mod by Castorp345 & Chomu (Data\Menu\Gui\Clock.dds, Data\Menu\menu_1024_768.ini).
070404: Added various command hotkeys that were in use in SH3 and RUb. See 'RFB Changes to Commands.cfg.rtf for a full list of changes. Tweaks by CCIP (Data\Cfg\Commands.cfg).
070405: Fixed as much poor English as possible in the video briefings' subtitle files. Mod by Beery (Data\Movies\Missions\01_PEARL_HARBOR.sub, 03_BURMJAWA.sub, 04_CORAL_B.sub, 06_MID_B.sub, 07_MID_DB.sub, 08_GUADAL_B.sub, 09_GUADAL_DB.sub, 10_SOLOMON_B.sub, 11_SOLOMON_DB.sub, 12_TARAWA.sub, 13_MARSHALLS.sub, 14_MARIANA_B.sub, 15_MARIANA_DB.sub, 17_PHILIPINES_DB.sub, 18_IWOJIMA.sub, 19_OKINAWA_B.sub, 20_OKINAWA_DB.sub, 21_ENDWAR.sub).
070406: Added pre-war start dates. Mod by Beery (Data\Campaigns\Campaign\PatrolObjectives\Patrol Marshall Islands 01\Patrol Marshall Islands 01.tsr, Patrol Marshall Islands 02\Patrol Marshall Islands 02.tsr, Patrol Philippines 01\Patrol Philippines 01.tsr, Patrol Philippines 02\Patrol Philippines 02.tsr, Patrol Philippines 03\Patrol Philippines 03.tsr, Patrol Philippines 04\Patrol Philippines 04.tsr, Patrol Philippines 05\Patrol Philippines 05.tsr, Patrol Philippines 06\Patrol Philippines 06.tsr, Patrol Philippines 07\Patrol Philippines 07.tsr; Data\UPCData\UPCCampaignData\CareerStart.upc\Patro lObjectives.cfg).
070406: Added patrol objectives for the Aleutian campaign. Mod by Beery and Egan (Data\Campaigns\Campaign\PatrolObjectives\Patrol Attu 01\Patrol Attu 01.mis, Patrol Attu 01.tsr; Data\Campaigns\Campaign\PatrolObjectives\Photo Attu 01\Photo Attu 01.mis, Photo Attu 01.tsr; Data\Campaigns\Campaign\PatrolObjectives\Insertion Commando Attu 01\Insertion Commando Attu 01.mis, Insertion Commando Attu 01.tsr; Data\Campaigns\Campaign\PatrolObjectives\Patrol Kodiak 01\Patrol Kodiak 01.mis, Patrol Kodiak 01.tsr; Data\Campaigns\Campaign\PatrolObjectives\Patrol Paramushiro 01\Patrol Paramushiro 01.mis, Patrol Paramushiro 01.tsr; Data\UPCData\UPCCampaignData\Flotillas.upc, PatrolObjectives.cfg).
070407: Reduced frequency of enemy air attack. Mod by Beery (Data\Cfg\Airstrike.cfg).
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Version 1.13
070409: Adjusted some mission objectives that didn't make sense (i.e. photographing enemy ships in Manila harbour in December 1941). Mod by Beery (Data\UPCData\UPCCampaignData\PatrolObjectives.cfg ).
070409: Added Crush Depths mod. Mod by CCIP with Max Depth tweak by Beery (Data\Submarine\NSS_Tambor\NSS_Tambor.cfg, NSS_Tambor.zon, Data\Submarine\NSS_Sargo\NSS_Sargo.cfg, NSS_Sargo.zon, Data\Submarine\NSS_Salmon\NSS_Salmon.cfg, NSS_Salmon.zon, Data\Submarine\NSS_Porpoise\NSS_Porpoise.cfg, NSS_Porpoise.zon, Data\Submarine\NSS_Gato\NSS_Gato.cfg, NSS_Gato.zon, Data\Submarine\NSS_Balao\NSS_Balao.cfg, NSS_Balao.zon, Data\Submarine\NSS_s18\NSS_s18.cfg, NSS_s18.zon).
070409: Added realistic deck gun reloads. Mod by Beery (Data\Library\USSubParts\Deck_Gun_3_50.sim, Deck_Gun_4_50.sim, Deck_Gun_5_25.sim).
070410: Reduced AI vision and made AI destroyers search longer after losing contact with submarines. Mod by CCIP (Data\Cfg\Sim.cfg).
070411: Added extra crewmember names. Mod by Beery (Data\UPCData\UPCCrewData\CrewMemberNames.upc).
070411: Adjusted starting renown for careers. Mod by Beery (Data\UPCData\UPCCampaignData\CareerStart.upc).
070412: Adjusted (slightly) the draught of S-18 and S-42 boats. Mod by Beery (Data\Submarine\NSS_s18.sim).
070412: Changed German National Anthem to Stars and Stripes Forever (plays in Surabaya harbour). Mod by Beery (Data\Sound\Fanfara_01.wav).
070412: Changed give-away 'Enemy Unit Destroyed', 'Friendly Unit Destroyed' and 'Neutral Unit Destroyed' to generic 'She's going down!' message. Mod by Beery (Data\Menu\menu.txt)
070413: Increased free camera maximum height to 2000m and the distance from objects was reduced to 1.8m. Reduced the distance of the object view camera to enable close viewing. Also increased the viewing angles in the career room. Mod by Beery (Data\Library\Cameras.dat).
070413: Reduced the brightness of the water coming out of the sub's limber holes. Mod by CaptainCox (Data\Textures\TNormal\tex\waterspray.dds; Data\Textures\TLowRes\tex\waterspray.dds).
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Version 1.20
070414: Reduced the brightness of the game's recognition manual. Mod by Beery (Data\Menu\Data\recognitionmanual.dds).
070418: Temporarily removed crush depth mod (*.zon files only) in order to test SH4 v1.2 stock crush depths.
070418: Configured mod for SH4 version 1.2.
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Version 1.21
070419: Removed crosshairs from binoculars. Mod by Beery (Data\Menu\menu_1024_768.ini).
070420: Added three Kongo class battleships and adjusted some battleship info. This adds more variation in terms of the victims listed in your logbook, reducing the chances of sinking the same ship twice. Mod by Beery (Data\Roster\Japan\Sea\BBFuso.cfg, BBIse.cfg, BBIseConv.cfg, BBKongo.cfg, BBYamato.cfg).
070420: Added the ability to use the right mouse button to toggle between the conning tower and the command room cameras. Mod by Beery (Data\Cfg\Commands.cfg).
070424: Changed waves attenuation value to 0.01 in order to reduce trough depth and lessen the boat's apparent ability to fly from one wave to another. Mod by Beery (Data\Cfg\Sim.cfg).
070424: Added Realistic Crew Ranks and Skills mod. Mod by LukeFF (Data\UPCData\UPCCrewData\Ranks.upc, SpecialLocalAbilities.upc).
070424: Added Cardinal Direction mod. Mod by Iceberg (Data\Menu\MouseCurs\LineExt.dds, ProtractorExt.dds).
070424: Added NoMapIFF mod. This mod brings more realistic contact reporting to the game, with a lot more 'fog of war' making you work a little harder to identify and attack contacts. Mod by Iceberg, adapted from the RUb version by GouldJG and Observer (all *shp.dds files in Data\Air and Data\Sea folders and sub-folders. Also Data\Menu\Gui\Units\Selection.dds, Torp.dds, UnitAir.dds, UnitAirL.dds, UnitAirM.dds, UnitLand.dds, UnitLandL.dds, UnitLandM.dds, UnitMShip.dds, UnitMShipL.dds, UnitMShipM.dds, UnitSub.dds, UnitSubL.dds, UnitSubM.dds, UnitWShip.dds, UnitWShipL.dds, UnitWShipM.dds and Data\Menu\Gui\ContLine.dds, DashLine.dds).
070428: Added Realistic Crew Configs mod. This mod alters the crew from the unrealistic SH4 defaults to a more historically correct line-up. Mod by LukeFF (All submarine *.upc files in the submarine folders in Data\Submarine. Also, Data\UPCData\UPCCrewData\CrewMembers.upc and Data\UPCData\UPCUnitsData\UnitParts1Gato.upc, UnitParts2Porpoise.upc, UnitParts3Balao.upc, UnitParts4SClass.upc, UnitParts5Salmon.upc, UnitParts6Sargo.upc, UnitParts7Tambor.upc).
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Version 1.22
070430: Added Slow Smoke mod (version 3). Mod by Scoochy (Data\Library\particles.dat).
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Version 1.23
070501: Added base change advisories for boats based at Brisbane and fixed advisories for Manila and Surabaya. Also fixed message priorities. This ensures that you get notified of which base you have to dock at when your current base closes and it fixes the problem of being transferred to a base that doesn't use your sub (the "Your boat and you have been mothballed" bug). Mod by Beery (Data\Campaigns\Campaign\messages.txt).
070501: Adjusted all "IDFlotillaLinkTransferTo" data. This streamlines the base transfer process, ensuring that when a base closes you get transferred to a base that keeps your sub longest. Mod by Beery (Data\UPCData\UPCCampaignData\Flotillas.upc).
070501: Re-adjusted waves attenuation value to 0.03 - this removes the 'flying sub' bug and it doesn't seem to have the 'difficulty in surfacing' problem that the 0.01 value had. It also gives a good pitching and rolling motion to the sub. Mod by Beery (Data\Cfg\Sim.cfg).
070501: Added Depth Charge Mod. This mod reduces depth charge effectiveness to realistic levels. Mod by Redwine (Data\Library\DC_X_H.dat, DC_X_H.sim, DC_X_H.zon, DepthCharges.dat, DepthCharges.sim, DepthCharges.zon).
070502: Reduced effective range of AI AA gunners. Now the crew will need you to back them up when under air attack, although I advise diving whenever possible. Mod by Beery (Data\Cfg\CrewAI.cfg).
070502: Adjusted aircraft damage model as per RUb. Aircraft are now much harder to shoot down - again I advise diving as duels with aircraft are very risky in this mod, just as they were in real life. Mod by Beery (Data\Zones.cfg}.
070502: Added Silent Running and Battle Stations buttons to all menu bars. This is a UI addition which is an essential improvement. Mod by Iceberg (Data\Menu\cfg\OrdersBar.cfg).
070502: Reduced deck gun shell damage. It's now almost impossible to sink large freighters with the deck gun. Mod by Beery using Jimbob's shells tweak file and TimeTraveller's MiniTweak file (Data\Library\Shells.zon).
070502: Reduced chances of getting a radio report of units to 20% and reduced the frequency of elite level AI. Players will now have to work those hydrophones instead of having contacts handed to them by the game. This change also effectively removes the ability to greatly exceed historical tonnage scores. Mod by Beery (all random mission *.mis files in Data\Campaigns\Campaign). Those who don't like this part of the mod can remove these files from the mod before installing it.
070502: Changed pre-war campaign start screen and added a new campaign start screen for 1945 careers. This is just a graphics improvement that adds a bit more variation to the career start screens. Mod by Beery (Data\Menu\Gui\Campaigns\1945.dds; Data\UPCData\UPCCampaignData\CareerStart.upc).
070503: Added 13 more Japanese heavy cruisers, 13 more light cruisers, 8 more escort carriers and 5 more fleet carriers to the roster folder and corrected dates for all Japanese BBs, CAs, CLs, CVEs and CVs. This adds more variation in terms of the victims listed in your logbook, reducing the chances of sinking the same ship twice. Mod by Beery (Data\Roster\Japan\Sea\CAFurutaka.cfg, CAMaya.cfg, CAMogami.cfg, CATakao.cfg, CLAgamo.cfg, CLKuma.cfg, CLNaka.cfg, CVEAkitsu.cfg, CVETaiyo.cfg, CVHiryu.cfg, CVChitose.cfg, CVShokaku.cfg, CVTaiho.cfg).
070504: Corrected dates of service for all Gato & Balao Class submarines. This completes the update of the sub roster files - now if you get assigned to a sub you can be sure it was in service on that date. Mod by Beery (Data\Roster\American\Submarine\SSGato.cfg, SSBalao.cfg).
070506: Corrected dates of service for the game's torpedoes. Mod by Beery (Data\UPCData\UPCUnitsData\Ammunition.upc).
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Version 1.24
070508: Removed waves attenuation adjustment and adjusted large wave coefficient value instead. Mod by Jace11 (Data\Cfg\Sim.cfg; Data\scene.dat).
070509: Increased speed for S-class boats to 14.5kts surfaced, 11kts submerged. Mod by Shad43 (Data\Submarine\NSS_s18\NSS_S18.cfg, NSS_S18.sim; Data\Submarine\NSS_s42\NSS_S42.cfg).
070509: Adjusted the area of the Flying Dutchman's haunt to bring it in line with the legend. Hey, he's already in the campaign so I may as well make him historically accurate too. Mod by Beery (Data\Campaigns\Campaign\Jap_HarborTraffic.mis).
070509: Added hull classification numbers to all boats. Mod by LukeFF (Data\Roster\American\Submarine\SSBalao.cfg, SSGar.cfg, SSGato.cfg, SSPorpoise.cfg, SSS18.cfg, SSS42.cfg, SSSalmon.cfg, SSSargo.cfg, SSTambor.cfg).
070509: Changed a photo mission to Surabaya harbour so that it only takes place after Japanese forces get there. Mod by Jace11 (Data\UPCData\UPCCampaignData\PatrolObjectives.cfg ).
070510: Adjusted sampan damage model to make it more realistic with the new deck gun effectiveness. Mod by Beery (Data\zones.cfg).
----------------------------
Version 1.25
070510: Adjusted fishing boat damage model to make it more realistic with the new deck gun effectiveness. Mod by Beery (Data\zones.cfg).
070510: Adjusted ship mast damage model to make it more realistic with the new deck gun effectiveness. Mod by Beery (Data\zones.cfg).
070510: Added darker bow wave and engine spray. Mod by CaptainCox (Data\Misc\WaveFoam.dds).
070511: Added Periscope depth hydrophone fix so that hydrophones work at periscope depth. Mod by Jungman (Data\Library\USSubParts\Sensors_Sub_Us.sim).
070511: Adjusted 40mm gun HE effectiveness to prevent the gun from being deadly against destroyer escorts. Mod by Beery (Data\Library\Shells.zon).
070513: Corrected Crush Depth indicator for all subs. Mod by Beery (Data\Submarine\NSS_Tambor\NSS_Tambor.cfg, Data\Submarine\NSS_Sargo\NSS_Sargo.cfg, Data\Submarine\NSS_Salmon\NSS_Salmon.cfg, Data\Submarine\NSS_Porpoise\NSS_Porpoise.cfg, Data\Submarine\NSS_Gato\NSS_Gato.cfg, Data\Submarine\NSS_Balao\NSS_Balao.cfg, Data\Submarine\NSS_s18\NSS_s18.cfg, Data\Submarine\NSS_s42\NSS_s42.cfg, Data\Submarine\NSS_Gar\NSS_Gar.cfg).
070514: Checked all career video briefings to make sure they play at the right time. Two of them (the Solomon campaign ones) were playing about 6 months early. Mod by Beery (Data\UPCData\UPCCampaignData\CareerVideoBriefings .upc\Flotillas.upc).
070515: Changed 'Credits' to 'Roll of Honor', added list of lost subs and added all RFB modmakers to the game credits. Mod by Beery (Data\Menu\credits.txt; Data\Menu\menu.txt).
070516: Adjusted fishing boat and sampan lengths, widths and displacements. Mod by Beery (Data\Sea\JPFish01\JPFish01.cfg; Data\Sea\JPFish02\JPFish02.cfg; Data\Sea\NSampan01\NSampan01.cfg; Data\Sea\NSampan02\NSampan02.cfg; Data\Sea\NSampan03\NSampan03.cfg).
070517: Added darker bow and conning tower foam spray. Mod by CaptainCox (Data\Textures\TNormal\tex\bubbles_01.dds).
070517: Adjusted menu headings and fixed some poor English in the game. Mod by Beery (Data\Menu\menu.txt).
070518: Added Smaller Seabed Rocks. Mod by CaptainCox (Data\Library\undersea.dat).
070518: Added Smaller Sea Plants (medium). Mod by CaptainCox (Data\Library\grass04.dds).
070518: Added all new Submarine School missions. Mod by Beery (Data\SubmarineSchool\SS01 Navigation\SS01 Navigation.mis, SS01 Navigation.tga, SS01 Navigation.tsr; Data\SubmarineSchool\SS02 Artillery\SS02 Artillery.mis, SS02 Artillery.tsr; Data\SubmarineSchool\SS03 Torpedo Attack\SS03 Torpedo Attack.mis, SS03 Torpedo Attack.tsr; Data\SubmarineSchool\SS04 Convoy Attack\SS04 Convoy Attack.mis, SS04 Convoy Attack.tsr).
070518: Added Dud Torpedoes Hardcore mod. Mod by CCIP (Data\Library\Torpedoes_US.sim).
----------------------------
Version 1.26
070518: Adjusted more menu headings. Mod by Beery (Data\Menu\menu.txt).
070518: Fixed a bug in one of the training missions. (Data\SubmarineSchool\SS03 Torpedo Attack\SS03 Torpedo Attack.mis).
----------------------------
Version 1.27
070518: Added Improved Status Indicators mod. Mod by DarkShip (Data\Menu\Gui\Layout\HUD.dds).
070518: Added a keystroke combination ('Shift' plus keypad '-') for bringing time compress instantly to 1x. Mod by Beery (Data\Cfg\Commands.cfg).
070519: Rewrote the crewmember names file with the 2500 most common US names (the standard game has only 750 and they're not very representative of common US names). Mod by Beery with help from Jace11 (Data\UPCData\UPCCrewData\CrewMembersNames.upc).
070520: Added slow clouds mod. Mod by SeeAdler (Data\Shaders\Clouds\CloudsVS.fx).
070520: Added radar fix. Mod by Redwine and everyone at http://www.subsim.com/radioroom/showthread.php?t=111562 (Data\Library\USSubParts\Sensors_sub_US.sim).
070521: Added weather report to bridge station toolbar and removed Ctrl+W keystroke. Weather reports are now only available when the sub is surfaced. Mod by Beery (Data\Cfg\Commands.cfg; Data\Menu\cfg\OrdersBar.cfg; Data\Menu\Gui\Layout\HUD.dds; Data\Menu\menu.txt).
070522: Removed command and toolbar button that allowed the player to deploy decoys. Decoys were never used in US subs in WWII and stories of oil, garbage and dead bodies being jettisoned from torpedo tubes to fool Japanese destroyers are (as far as we know) fictitious. Mod by Beery (Data\Cfg\Commands.cfg; Data\Menu\cfg\OrdersBar.cfg).
070522: Added 'Follow nearest warship sound contact' and 'Report nearest warship sound contact' buttons to hydrophone station toolbar. Note: there is a bug in the standard game that makes the follow commands impossible to switch off, so use these with that in mind. Mod by Beery based on Iceberg's 'Battle Stations and Silent Running' mod (Data\Menu\cfg\OrdersBar.cfg; Data\Menu\Gui\Layout\HUD.dds; Data\Menu\menu.txt).
070522: Rearranged the whole toolbar setup. Added an Observation Periscope station and added many more functions to the toolbars. Toolbars are all set up so that the emergency buttons are near the centre of the screen for fast access while routine buttons are at the screen edge. Mod by Beery based on Iceberg's 'Battle Stations and Silent Running' mod (Data\Menu\cfg\OrdersBar.cfg; Data\Menu\Gui\Layout\HUD.dds; Data\Menu\menu.txt).
070523: Fixed a bug with the radar station taskbar buttons.
----------------------------
Version 1.28
070523: Added BetterScopes mod. Mod by l3th4l based on a mod by CaptainCox and on an idea for reducing brightness by Kataki (Data\Menu\Gui\Layout\betterscopes_attack.dds,bett erscopes_observation.dds; Data\Menu\Gui\bearing_big.dds; Data\Menu\menu_1024_768.ini).
070524: Added Mav's Camera mod v.2. Mod by Mav87th (Data\Library\Cameras.dat; Data\scene.dat).
070525: Added ability to open and close torpedo tube doors manually. Removed automatic closing of tube doors. Mod by Fearless based on CCIP's and/or Ducimus's originals (Data\Cfg\Commands.cfg).
070525: Added message for closing torpedo doors. Mod by Beery (Data\Cfg\Commands.cfg; Data\Menu\menu.txt).
070525: Added new controls to in-game help screen. Mod by Beery (Data\Menu\help.txt).
070525: Reduced the number of boats available for career starts to suit historical availability. Mod by Beery (Data\UPCData\UPCCampaignData\CareerStart.upc).
070530: Adjusted aircraft bomb loadouts and ranges. Mod by Tater (all *.cfg and *.eqp files in the aircraft folders in Data\Air).
070603: Reduced incidence of SH4's torpedo gyro angle bug (the one where all of your sub's torpedoes veer off by 20 degrees to port) back to standard SH4 levels. Fix by Jace11 (Data\Library\Torpedoes_US.sim).
070603: Adjusted Realistic Crew Configs mod to suit new data. Mod by LukeFF (same files as RFB version 1.21).
----------------------------
Version 1.31
070619: Adjusted deck gun rates of fire based partially on new info from sub logbooks (including those of USS Nautilus and USS Wahoo). Mod by Beery (Data\Library\USSubParts\Deck_Gun_3_50.sim, Deck_Gun_4_50.sim, Deck_Gun_5_25.sim).
070619: Added corrected flags for ensigns and ship recognition book. Mod by Beery (Data\Menu\Gui\RecManual\CovFlagAmerican.dds, CovFlagAustralian.dds, CovFlagBritish.dds, CovFlagCanadian.dds, CovFlagFrance.dds, CovFlagGerman.dds, CovFlagIndia.dds, CovFlagJapan.dds, CovFlagMerchants.dds, CovFlagNetherlands.dds, CovFlagNewZealand.dds, CovFlagRussia.dds; Data\Textures\TNormal\tex\American.dds, Australian.dds, British.dds, British_M2.dds, Canadian_m.dds, France.dds, German.dds, German-m.dds, India.dds, Japan.dds, Japan_m.dds, Netherlands.dds, NewZealand.dds, Russia.dds).
070625: Added back the ability to deploy decoys and removed 'maintain depth' command (Data\Cfg\Commands.cfg; Data\Menu\cfg\OrdersBar.cfg).
070727: Removed Sensors_sub_US.sim file from mod because of fundamental sensors change in SH4 v1.3 (Data\Library\USSubParts\Sensors_sub_US.sim).
070727: Removed Mav's Camera mod (items in Cameras.dat and scene.dat files) due to changes in lenses in SH4 v1.3 (Data\Library\Cameras.dat; Data\scene.dat).
070727: Removed clock mod due to changes made to the clock in SH4 v1.3 (Data\Menu\Gui\Clock.dds, Data\Menu\menu_1024_768.ini).

----------------------------
Changes to various sim, dat and zon files were made possible by TimeTraveller's minitweaker & tweak files by U-Bones, NVdrifter and Jimbob.
----------------------------
----------------------------
Patch Notes:

Realism: this is the watch-word of this mod. The realistic features of this mod are not for everyone, so if you're finding the mod frustrating, simply uninstall it. This mod is intended to be used with FULL realism settings (except for outside camera views and map contact updates) but it will work with any realism settings.
----------------------------

Contributors to RFB include: 9th Flotilla, Ailantd, Beery, Buteobuteo, CaptainCox, Carotio, Castorp345, CCIP, Cdrake66, Chomu, conus00, DarkShip, Ducimus, Egan, Fearless, FullMetalEdges, Galanti, GouldJG, GunMod, Hildofr, Iceberg, Jace11, JimBob, JimiMadrid, John W. Hamm, Jungman, Kataki, l3th4l, LukeFF, Mav87th, NVDrifter, Observer, Redwine, Schlageter-JG26, Scoochy, SeeAdler, Shad43, Tater, Timetraveller, U-Bones, Xantrokoles
Also, thanks to the communities at Subsim.com and at the official Silent Hunter forums. All the ideas for RFB comes through discussions on these forums and I regard all forum participants as members of the SH4 Mod Team.
----------------------------
The mods, fixes and alterations contained in this compilation (the various files and folders contained in the compressed RFB 7z file) are owned by their individual authors. This compilation is freeware and may not be distributed in whole or in part on CD-ROM, disk, or other physical media for a fee without the permission of the individual authors.
The Real Fleet Boat mod is © Copyright 2007, various authors. You must treat the Software like any other copyrighted material.

AVGWarhawk
11-22-07, 09:49 AM
Awesome! In the spirit of moving forward to larger mod packages I'm going to give this a go:up: Nice work men:yep:

ReallyDedPoet
11-22-07, 10:20 AM
Nice work :up:


RDP

kriller2
11-22-07, 11:20 AM
Now we can have both ROW and RFB together with RSRD!! :rock:

It keeps geting better and better.. :sunny:

ryanwigginton
11-22-07, 11:28 AM
Excellent!

Swdw, can you just clarify for me, At the moment I run TM, RSRD(TM ver), NSM and ROW in that order and everything works tickity boo. Could I just replace TM with RFB and install NSM & ROW over the top as I'm doing now. Only reason I ask is the ROW zones I use require NSM is installed first. If I do this and then install RFB according to your method I will have NSM, ROW, RFB, RSRD. I just don't want to screw up NSMs mechanics. :rotfl:

Confused? lol.

Ok, if I install like this... RFB, RSRD, NSM, ROW do you forsee any problems arising? :hmm:

AVGWarhawk
11-22-07, 12:11 PM
OK man, no CTD:up: I loaded up and started a new patrol. Just a few questions:

1. Do the torpedoes run lower then set?
2. The sun is smaller, not big deal just an observation. Was this part of the the original RFB mod?
3. The interface has a button hidden behind the fuel/CO2/battery texture. No big deal really as I use the standard resolution. What is that button?


Thus far darn nice bro:up: . I will keep on playing with it and see how it goes.

LukeFF
11-22-07, 12:25 PM
Nice, swdw. I'll have to look at this closer when I get home tonight from visiting the family. Gonna have to get my Realistic Crew Configs mod in there for the next release.

swdw
11-22-07, 12:31 PM
Excellent!

Swdw, can you just clarify for me, At the moment I run TM, RSRD(TM ver), NSM and ROW in that order and everything works tickity boo. Could I just replace TM with RFB and install NSM & ROW over the top as I'm doing now. Only reason I ask is the ROW zones I use require NSM is installed first. If I do this and then install RFB according to your method I will have NSM, ROW, RFB, RSRD. I just don't want to screw up NSMs mechanics. :rotfl:

Confused? lol.

Ok, if I install like this... RFB, RSRD, NSM, ROW do you forsee any problems arising? :hmm:
Wow this got stickied quickly.

You'd still install RFB after ROW/NSM. RFB for ROW includes none of the zone files contained in ROW, so the ship damage and explosions graphics will not be affected. I just looked and it does replace the Taikosan .zon file in NSM, so I'll have to remove that one from this version. That's the only ship affected by this download. You should have it later today or tonight- got company coming over for Thanksgiving.

Because of the way lurker designed RSRD, you need to install it AFTER RFB. Otherwise, you will have major problems with the campaign. That's why the I gave the install order above.

Also, we'll need some feedback because RFB makes changes to the shells, torpedo, and gun sim files. If they are too strong / weak for NSM, let us know. We can take a look at them at that point and see which way we need to go. (merge files, give them their own folder so they're optional, etc).

swdw
11-22-07, 12:40 PM
OK man, no CTD:up: I loaded up and started a new patrol. Just a few questions:

1. Do the torpedoes run lower then set?
2. The sun is smaller, not big deal just an observation. Was this part of the the original RFB mod?
3. The interface has a button hidden behind the fuel/CO2/battery texture. No big deal really as I use the standard resolution. What is that button?


Thus far darn nice bro:up: . I will keep on playing with it and see how it goes.
Yes, a smaller sun.tga file is part of RFB. This file did not show up in the ROW mods, so I left it as the stock sun is often way to big. If this causes any problems let me know and I'll remove it. (leo?)

I'll have to give it a shot at 1024 X 768. Is there a button hid with all the station commands or one particular set?

Last answer until later- First guest just showed up- Happy Thanksgiving!

AVGWarhawk
11-22-07, 02:05 PM
OK man, no CTD:up: I loaded up and started a new patrol. Just a few questions:

1. Do the torpedoes run lower then set?
2. The sun is smaller, not big deal just an observation. Was this part of the the original RFB mod?
3. The interface has a button hidden behind the fuel/CO2/battery texture. No big deal really as I use the standard resolution. What is that button?


Thus far darn nice bro:up: . I will keep on playing with it and see how it goes.
Yes, a smaller sun.tga file is part of RFB. This file did not show up in the ROW mods, so I left it as the stock sun is often way to big. If this causes any problems let me know and I'll remove it. (leo?)

I'll have to give it a shot at 1024 X 768. Is there a button hid with all the station commands or one particular set?

Last answer until later- First guest just showed up- Happy Thanksgiving!


Nope, the sun is fine. One of the tabs has a button hidden. No big deal as I use the keyboard for most of the activity. :up:


I stickied because this looks to me like your kick off for the new improved RFB and other mods added.

AVGWarhawk
11-22-07, 03:18 PM
http://i133.photobucket.com/albums/q62/avgwarhawk/SH4Img22-11-2007_151251_765.jpg


The ship above is the reason I ask if the torps are running lower then set. Has the mod created this? I set the torps as shallow as they would go. I used two at contact and two at influence. The torps were still to deep. If the mod created this then awesome. Just like it was in the beginning. Some say SH4 needs some pucker factor. This little bugger does this! I got my teeth rattled out from the DC.

swdw
11-22-07, 03:55 PM
The ship above is the reason I ask if the torps are running lower then set. Has the mod created this? I set the torps as shallow as they would go. I used two at contact and two at influence. The torps were still to deep. If the mod created this then awesome. Just like it was in the beginning. Some say SH4 needs some pucker factor. This little bugger does this! I got my teeth rattled out from the DC.
Sorry- forgot to answer that question. The answer is yes. The torpedoes are set to have the possibility of running too deep/shallow or circle. The severity of the problem also differs depending on the model of the torpedo used. This was part of Beery's mods to RFB. Won't always happen and when it does, the amount the depth varies also changes.

So, if you wanted some pucker factor, you got it.:D ;) This will increase more if LukeFF's additional sensor changes he wants to do after 1.4 work like he's thinking.

And you were right about this being the kickoff for RFB. So many people were asking about using it with ROW, I shifted priorities to try and get this out the door in time for the long weekend. Stand alone should be out tonight or tomorrow.

Like Ducimus and many others, and on the advice of you, LukeFF, CCIP, LeoV, Ducimus, and others I haven't pushed trying to get major work done because of the impending patch. This gives me more time to dig into how things work, and try things on the side.

For example, I tried moving the fr_ratio back slightly. It semed to give better pitching effects, but there was an unexpected side effect. It threw off the deck gun sighting when zoomend by about half the width of the "scope". So, I'll have to revisit that one a little later.

AVGWarhawk
11-22-07, 05:42 PM
I thought perhaps this was part of the mod. Excellent. So far so good. I encountered two convoys and both time in a bad attack position. Such is life.

The mods seem to be melding together very well. In the past weeks with RSRD and Lurker making them compatable seemed to me like putting the cart before the horse. RSRD is such a good mod and it is requiring a lot of time for Lurker to re-enact the entire war via computer simulation. A damn fine mod for the first try. Once completed, some fine polishing from Lurker and we have one hell of a foundation for other mods to meld with it. Just like RFB. I'm glad you picked it up and decided to make it work with RFB. Now the horse is in front of the cart and Lurker can finish up the other phases for the entire RSRD mod. Load up ROW's sights and sounds, it really becomes a great mod package. I almost forgot...my sailors have tattoos. Fine work here from Capt Cox! Nice work all around!

KEEP IT GOING!:up:

AVGWarhawk
11-22-07, 07:28 PM
Update bro....sorry, I'm very excited about this mod pack. Encountered another convoy. Sunk two. Game is running flawlessly. Nice work:up:

ReallyDedPoet
11-22-07, 07:55 PM
I'm very excited about this mod pack.

Nice AVG, will have to try it out :up:


RDP

raymond6751
11-22-07, 10:02 PM
I just downloaded your ROW combo mod and did a check on the UPC files included to see if the sleep mod had actually been implemented.

The files included DO NOT reflect the changes that I put into my MOD.

As a result, the issue of crew falling asleep is NOT fixed in this version.

swdw
11-22-07, 10:16 PM
I just downloaded your ROW combo mod and did a check on the UPC files included to see if the sleep mod had actually been implemented.

The files included DO NOT reflect the changes that I put into my MOD.

As a result, the issue of crew falling asleep is NOT fixed in this version.

Thanks Raymond, I put in the unmerged version of the UPC files for sober's realistic crew instead of the merged one with your changes added. This has been corrected. LukeFF has another crew change for me to merge in the UPC files you and sober modified and then RC2 will be ready.

This will include a couple other small changes..

Trimzekes sweaty crew/CPO/raincoat mods
Remove 'the Taohosan .zon file for NSM compatibility

Once this is done I'll post the stock RFB upgrade.

Then I need to get LukeFF's sensor mods rolled in and post both a stock and RFB for ROW test version on the development site so we can test Lukes mods as they progress.

CCIP
11-23-07, 04:06 PM
I've just reinstalled SHIV and am switching to this now. I'll see how I can help in the future :)

One thing that I'd really like in this, I'm trying to remember whether previous RFB versions had it, is NSM (Natural Sinking Mechanics). I've had some problems running that in combination with TM/ROW, so I guess it may take some checking...

swdw
11-23-07, 06:41 PM
I've just reinstalled SHIV and am switching to this now. I'll see how I can help in the future :)

One thing that I'd really like in this, I'm trying to remember whether previous RFB versions had it, is NSM (Natural Sinking Mechanics). I've had some problems running that in combination with TM/ROW, so I guess it may take some checking...

Beery didn't include it and NSM is not in included with RFB. It can be used with RFB for ROW and should be usable with RFB basic, once that file is posted. There will be an RFB plus that will include many mods in one download, but keep the folders seperate. All folders will appear numbered in their activation order when JSGME is opened. But THAT particular project will need to wait for the 1.4 patch and start after all the mods are updated for compatibility.

For ROW, install NSM per the ROW instructions along with the ROW files and then RFB.

swdw
11-23-07, 06:42 PM
Release candidate 2 is out,

Go to the first topic, download links have been updated.

cdrsubron7
11-24-07, 11:20 AM
Compliments, swdw. Nice job. Made my first patrol out of Brisbane in the S-43 to the Solomons. Plays very smooth on my computer, no CTDs. :smug:

Below is a picture of my jsgme with the mods installed. I have one quick question, is there a way to get the mini watch back, I'd forgotton how big the stock one was.


http://i18.tinypic.com/6u8kavl.jpg

swdw
11-24-07, 12:37 PM
Compliments, swdw.
Thank s go to everyone involved, not just me. The real modders are the ones listed on the team

Nice job. Made my first patrol out of Brisbane in the S-43 to the Solomons. Plays very smooth on my computer, no CTDs. :smug:

Below is a picture of my jsgme with the mods installed. I have one quick question, is there a way to get the mini watch back, I'd forgotton how big the stock one was.


This will tell you how to get the small chrono back http://www.subsim.com/radioroom/showthread.php?t=118433&highlight=mini+chrono

But this brings up a question, Should the RFB come with the settings to make the chrono smaller? And maybe one of the more historical hamilto ones? Hmmm, may have to have a poll on that.

Gunner
11-25-07, 12:31 PM
Nice job guys:up: Started a patrol out of Manila with Duci Narwhal to Patrol San Bernardino Straight.December 41.Ran into a convoy of 2X Seaplane Tenders, Maya Heavy Cruiser, Light Cruiser ,Large and medium freighter with number of escorts.Sank Heavy Cruiser and 1 Seaplane Tender. Out of 20 MK14 torps, Early war.I set all shots to shallow cause 3 MK14 went under keel set to shallow, 5 were duds, 6 exploded prematurely, 6 MK14 to sink both ships. Out of 20 only 6 torps functioned properly. Wonder'n if this is a bit high for failure rate even though it is early war MK14.Realy enjoy the look and feel of this combination of mods, No CTD in first patrol :up:

swdw
11-25-07, 03:58 PM
Nice job guys:up:

Out of 20 only 6 torps functioned properly. Wonder'n if this is a bit high for failure rate even though it is early war MK14.Realy enjoy the look and feel of this combination of mods, No CTD in first patrol :up:

Well you actually had an ok result. Here's an excerpt for you on the Wahoo

Upon returning from the Wahoo’s sixth patrol, Morton’s mouth got him into trouble when he unleashed his anger at superior officers. All nine of his attacks had failed when bad torpedoes went awry or failed to explode, he complained.

So, no what you experienced was not out of the realm of expectation. With RFB torpedoes I've had as many as 70-80% of them work correctly and as few as 2 out of the entire loadout run true and explode. Welcome to historical accuracy :-?

So when you get frustrated, think what it must have been like for Mush Morton with a real war, real targets, and real destroyers trying to sink him to have every attack fail from torpedo problems.

Gunner
11-25-07, 04:51 PM
Thanks for reply mate. Reason asked is cause ran into Jap ships in San Bernardino Straight only a week into my patrol, Had to head for Samar to finsh objectives with no Torps :huh: could have headed for tender to rearm/refuel, thats something I try not to do.Guess I'm used to my Sboat with MK10 seem more reliable :D .
Overall , Great combo of mods and will experiment further.:arrgh!:

cdrsubron7
11-25-07, 09:22 PM
Had to come back and say I'm really enjoying this mod sofar. It runs as smoothly as I could ever want, graphics are awesome, and I have to work to find the ships. This is fine although soewhat boring at times. Finished my third patrol in the S43 patroling out of Brisbane. I did find the orders that was giving to me at the beginning of my third patrol somewhat redunant. I was ordered to proceed to the Luzon Straits and patrol the Bashi Channel. In a S-class sub, that's over 4700 miles distant from Brisbane, an S-class's range being 5000 miles, correct. I think the higher ups in SubSoWesPac are drinking to much depth charge juice.:lol:


http://i18.tinypic.com/8aylduu.jpg

lurker_hlb3
11-25-07, 10:00 PM
Had to come back and say I'm really enjoying this mod sofar. It runs as smoothly as I could ever want, graphics are awesome, and I have to work to find the ships. This is fine although soewhat boring at times. Finished my third patrol in the S43 patroling out of Brisbane. I did find the orders that was giving to me at the beginning of my third patrol somewhat redunant. I was ordered to proceed to the Luzon Straits and patrol the Bashi Channel. In a S-class sub, that's over 4700 miles distant from Brisbane, an S-class's range being 5000 miles, correct. I think the higher ups in SubSoWesPac are drinking to much depth charge juice.:lol:


http://i18.tinypic.com/8aylduu.jpg


The reason you got those order is the system can not determine the correct orders it should be using. The reason for this is that your install has serious problems. Reviewing post #21 I noted that you have all “four” versions of the “stock” version of RSRDC. You only need to install “one” version of RSRDC for it to work. What you need to install is the RBF compatible version of RSRDC (version 111)

http://files.filefront.com/RSRDC+P1+RFB+v1117z/;9045038;/fileinfo.html

also you want to install this mod “last”

cdrsubron7
11-25-07, 11:49 PM
Thanks for pointing out my mistake to me, lurker. My old man once told me if you don't make mistakes you never learn anything. I just learned something. Thanks. :yep:



:up:

swdw
11-26-07, 12:07 AM
Thanks for answering the RSRD questions lurker!!

The feedback coming through is encouraging. Thought I should drop a note here on some things that Luke and other people have pointed outt are incorrect and are being worked on by him and others.


Periscope depth numbers (hitting the go to PD will put you slightly below the red line on some boats)
Crew issues
And we'll be taking a look at the coasting problem too.
Sonar on the surface issues
Radar/sonar ranges
Poll posted on Chrono preference

AVGWarhawk
11-26-07, 08:47 AM
Game running great. Looking forward to additional pieces of the puzzle to be added. Thus far what you have is running great. I understand LukeFF is working the sensors for the warships. The night time periscope sightings at 5000 yards is a bit distressing. That needs a bit of work. All in all, super mod and I like how it is progressing!

Fish40
11-26-07, 12:22 PM
I'm alittle confused here. I followed the instructions to the letter, but still feel something is not correct. I installed all the latest ROW files first, then RFB for ROW, and finally RSRDC. I was under the impression that since these mods were made to work togeather, I would not have any conflict warnings while enableing via JSGME. After installing the ROW files first as directed, I went to enable RFB for ROW and recieved a bunch of warnings that this file, or that file has been modified by ROW, bla.. bla... bla.... . What gives here? :o

AVGWarhawk
11-26-07, 01:47 PM
I'm alittle confused here. I followed the instructions to the letter, but still feel something is not correct. I installed all the latest ROW files first, then RFB for ROW, and finally RSRDC. I was under the impression that since these mods were made to work togeather, I would not have any conflict warnings while enableing via JSGME. After installing the ROW files first as directed, I went to enable RFB for ROW and recieved a bunch of warnings that this file, or that file has been modified by ROW, bla.. bla... bla.... . What gives here? :o

You will receive warnings of changes. The changes are minor and will not affect game play. Most of the warnings are stating the something has changed a file and it is not always the piece of the file that the new warning is telling you about. So, say ROW changed a texture file then you install RSRD, it says that ROW has changed this file, OK, ROW is just change the texture now RSRD is changing say some other data unrelated to textures within the file. This is all it is telling you. Load it up in the order that is shown. You will have no issue.

Fish40
11-26-07, 01:56 PM
Thanks AVG, but it seems I have a bigger problem. I played the Borneo Convoy Historic Mission to test stuff out. All seemed great. Sunk two freighters, and was promptly attacked. Now fot the trouble. As soon as there was an explosion of a depthcharge, I recieved the "SH4 has encountered a problem" mumbo jumbo, and that was the end of that. In addition to ROW and RFB for ROW, I'm also useing RSRD, as well as OakGrooves Highres Instruments, and the RFB/ROW compatable Depthcharge shake. Something is causing a screwup. Ideas anyone? I'm all ears!

cdrsubron7
11-26-07, 02:05 PM
Trying taking the added mods you have installled out one at time and play the game and see if the game plays alright. If it does, then you know that is the mod causing your problems.

AVGWarhawk
11-26-07, 02:10 PM
Thanks AVG, but it seems I have a bigger problem. I played the Borneo Convoy Historic Mission to test stuff out. All seemed great. Sunk two freighters, and was promptly attacked. Now fot the trouble. As soon as there was an explosion of a depthcharge, I recieved the "SH4 has encountered a problem" mumbo jumbo, and that was the end of that. In addition to ROW and RFB for ROW, I'm also useing RSRD, as well as OakGrooves Highres Instruments, and the RFB/ROW compatable Depthcharge shake. Something is causing a screwup. Ideas anyone? I'm all ears!
I use Oakgrooves instrument also....just love those man:rock: Anyway, take out the depth chage shake. I play with out it and the files from RFB/ROW/RSRD contain the shake in some form or another. All I can say is that I've seen the depth charge shake is causing some issues with all the mods because most have been changed in one form or another. Mostly what I read is the cameras in ROW confict with the cameras as set up in the depth charge shake mod. All I can say is I got whacked by a DC last night and my screen was shaking like mad.....no depth charge shake mod loaded. Deactivate the depth charge shake and let the modders work it out. My install is just ROW/RFB/RSRD and Oakgrooves textures. No issues all all. I have probably played 10 hours since Swdw posted this update. I was going to install the DC shake but after experiencing the shake I did not bother. It was already there.

swdw
11-26-07, 02:33 PM
Try installing a ROW camera w/o the depth charge shake or don't use any ROW camera and you'll get the stock SH4 camera. If you want the ability to walk around, try the camera mod here. We haven't teste it with RFB yet, but it should work.
http://hem.bredband.net/serbut1/

If you use sergbuto's mod, DON'T install the ROW cameras. In fact I ran for 2 days w/o a ROW camera and ROW and RFB worked fine.

AVG Warhawk is right. A lot of users jumped on the DC shake mod before it had sufficient testing to get the bugs worked out when used with the major mods. It's creating numerous headaches for the modders workin on the large mods like ROW- Which is why it won't be in the RFB stock release yet either.

We need to do some testing with it on RFB stock and an RFB stock/RSRD install before it's rolled in and have nvdrifter help with changes that may need to be implemented

AVGWarhawk
11-26-07, 02:41 PM
This might be your answer also.....

http://www.subsim.com/radioroom/showpost.php?p=650194&postcount=1

Scroll down to ROW camera #2a.....includes the depth charge shake. I believe I'm using this file....I'm at work....working:roll: so can not confirm but I'm 99.9% sure that I have this separate camera mod for the DC shake. Leo made his camera compatable with the DC shake mod. Remove your DC shake mod and the camera mod you are using now. Install the ROW camera #2a

Fish40
11-26-07, 02:43 PM
I'll remove the depthcharge shake mod and test again. I'll report back ASAP. Thanks for the input guys.:up:

Just noticed the new post AVG. As a matter of fact, I'm useing camera 2c. The realistic/with depthcharge shake. I'll disable the depthcharge skake mod and retest. Mabey haveing both is causing mayhem.

AVGWarhawk
11-26-07, 02:44 PM
I'll remove the depthcharge shake mod and test again. I'll report back ASAP. Thanks for the input guys.:up:

Check my post #37...you can have the best of both worlds if you load ROW camera vs 2a that contains the DC shake. Works fine with this mod.

Fish40
11-26-07, 04:32 PM
I'm still at a loss:down: I disabled the depthcharge shake mod, and am only useing the realistic camera vs 2c ROW mod. Played the Borneo single mission again, and again got depthcharged. After a few charges went off (screen shakes plenty with just the camera mod), the old "SH4 has encountered a problem" message again. I'm stuck!:damn:

AVGWarhawk
11-26-07, 04:36 PM
Ok, at the very least we ruled out the shake mod for the moment.

Fish40
11-26-07, 05:09 PM
Ok, at the very least we ruled out the shake mod for the moment.



AVG, if possible could post your install order for ROW. Mabey something wrong there, but I don't think so. Everything was installed in base by the way. I'm getting really frustrated here!:cry:

Fish40
11-26-07, 06:23 PM
OK, here is the list of mods I have activated, as well as their exact order. Mabey someone could spot something here first, befor I have to start disableing each mod one by one, and test. Here goes:


360DBP Imperial 1.3
Capt. Midnight's More CBS News v1.2
R&L_int_periscopes_1.3 (this was a fix for the periscope animation in the conning tower)
NSM 3.3 Classic
ROW Text.w/o sun flair vs4
ROW Sky and Ocean Control
ROW Objects Reflections vs4
ROW Ship Reflections vs2
ROW Sub Reflections & Roll Pitch
ROW Classic Zones and Special Effects vs3
ROW Realistic Camera vs2c
ROW Classic Seafoam
ROW New Clouds from Kriller2
ROW Sound Effects vs5
ROW Sound Effects Addon
ROW Lightning& Lighting Repair
RFB for ROW
RSRD for RFB v111
SI Interior Kit
SI Optics Kit
SI Periscope & TBT Interface Kit




Well, that's all of them. I hope someone could possibly spot something. :yep: Thanks

AVGWarhawk
11-26-07, 07:05 PM
My mods that are activated:


ROW camera vs 2b
ROW objects reflections vs 3
ROW sky and ocean controls vs 3
ROW sound effects final v 5
ROW sound effects add on
ROW sub reflections and roll/pitch
ROW special effects with stock zones vs 2
ROW textures vs 2
ROW textures without sun halo camera flair vs 4
ROW very slow clouds
RFB_for_ROW_RC1
RSRD_P1_v102

The rest is Oakgrooves textures. My personal preference not to use NSM. Nice effects but I believe the ships are just to hard to sink and taking your entire stock of cannon shells to sink a vessel...even after two torps have hit it. I really only add mods that have been tested and found to be compatible with the major changing mods like RFB. Rule out texture mods. Also, I do not use ROW ship reflections...again, just personal preference and like the darker shadows at night. Sometimes with this mod I see the reflections off in the distance before I see the vessel. Therefore I have removed it.

AVGWarhawk
11-26-07, 07:09 PM
360DBP Imperial 1.3<-------has this been tested with all these other mods?
Capt. Midnight's More CBS News v1.2
R&L_int_periscopes_1.3 (this was a fix for the periscope animation in the conning tower)
NSM 3.3 Classic<--------------------------installed in the correct order?
ROW Text.w/o sun flair vs4
ROW Sky and Ocean Control
ROW Objects Reflections vs4
ROW Ship Reflections vs2
ROW Sub Reflections & Roll Pitch
ROW Classic Zones and Special Effects vs3<-----does this jib with Leos fix for NSM?

ROW Realistic Camera vs2c
ROW Classic Seafoam<-------------I believe this is part of the final ROW textures
ROW New Clouds from Kriller2
ROW Sound Effects vs5
ROW Sound Effects Addon
ROW Lightning& Lighting Repair<---------I have not messed with this one
RFB for ROW
RSRD for RFB v111
SI Interior Kit
SI Optics Kit
SI Periscope & TBT Interface Kit


I'm still thinking that NSM and ROW's might be installed in the incorrect order. Also, is the Capt Midnight radio playing when it crashes? Some sound files have been found with a misplaced period or dash that will crash games.

lurker_hlb3
11-26-07, 07:10 PM
ROW camera vs 2b
ROW objects reflections vs 3
ROW sky and ocean controls vs 3
ROW sound effects final v 5
ROW sound effects add on
ROW sub reflections and roll/pitch
ROW special effects with stock zones vs 2
ROW textures vs 2
ROW textures without sun halo camera flair vs 4
ROW very slow clouds
RFB_for_ROW_RC1
RSRD_P1_v102 <------------------------------

The rest is Oakgrooves textures.
You know there is a RFB version of RSRDC. See first post of the RSRDC thread

AVGWarhawk
11-26-07, 07:23 PM
ROW camera vs 2b
ROW objects reflections vs 3
ROW sky and ocean controls vs 3
ROW sound effects final v 5
ROW sound effects add on
ROW sub reflections and roll/pitch
ROW special effects with stock zones vs 2
ROW textures vs 2
ROW textures without sun halo camera flair vs 4
ROW very slow clouds
RFB_for_ROW_RC1
RSRD_P1_v102 <------------------------------

The rest is Oakgrooves textures.
You know there is a RFB version of RSRDC. See first post of the RSRDC thread

Yes, I did see that but my thoughts here on the matter was you looked over the files and then Swdw looked them over again with conversation with you. Logic would dictate that two heads are better than one! So, installing RFB with the original RSRD seemed logical to me. Thus far it is working flawlessly as you two now went through both with a fine tooth comb. This has become a beautiful marriage as it were.

LukeFF
11-26-07, 08:44 PM
I understand LukeFF is working the sensors for the warships. The night time periscope sightings at 5000 yards is a bit distressing. That needs a bit of work.

Right now I'm mainly focusing on radar ranges, because by default just about every radar set is off, some more and some less than others. I'm not really looking at visual ranges right now, because supposedly 1.4 is going to fix a lot of these problems related to the SH3-era short visual engagement ranges. Really would finally like to see capital ships engaging each other from miles away. :up:

swdw
11-27-07, 12:45 AM
I'm alittle confused here. I followed the instructions to the letter, but still feel something is not correct. I installed all the latest ROW files first, then RFB for ROW, and finally RSRDC. I was under the impression that since these mods were made to work togeather, I would not have any conflict warnings while enableing via JSGME. After installing the ROW files first as directed, I went to enable RFB for ROW and recieved a bunch of warnings that this file, or that file has been modified by ROW, bla.. bla... bla.... . What gives here? :o
Thanks for the question, I thought I'd put a note about this in the first topic, but- nope.:damn:

What working together means is that any files overwritten by RFB have the ROW changes built into them. So if you overwrite the files you are activating files that have both the ROW changes and RFB changes.

RSRD overwrites files in RFB that are the same in all aspects in both mods. The reason those files are in RFb also is RFB already had campaigh changes in it and they are left in there for people who don't want to use RSRD.

Because of the fact the mods are built independently, it's not possible to have files that never overwrite. So what we did was merge the ROW changes into the RFB for ROW files so you wouldn't lose anything by overwriting. Lurker had already made sure the files in RFB that were overwritten by RSRD were not show stoppers. Yes they change the campaign files in RFB, but that's ok because RSRD is a different, vastly more comprehensive and better developed mod than the campaign mod in RFB.

So they are considered compatible because you only gain additional features by overwriting files. Does this explanation makes sense?

Hope that clears things up and sorry for the (understandable on your part) confusion. Will edit the first post.

As for the camera shake issues- I haven't had time to start hunting them down yet. But RFB uses the same Depthcharge.sim file RSRD does. The problems appeared after RFB for ROW was posted.

Leo posted an update for the camera shake in RFB and ROW here:
http://www.subsim.com/radioroom/showpost.php?p=701094&postcount=1786

swdw
11-27-07, 01:55 AM
Here's a shot of my install order
http://www.kickinbak.com/posts/install.jpg


Check with LeoV but I believe NSM should be installed before ROW like you did

However, your ROW install is out of sequence.

LeoV has them numbered so they should be installed in the numerical sequence listed in the topic. I went and added the numbers to the folders before running JSGME. That way they automatically appear in the correct sequence and I can select all of them at once and JSGME will install them in the correct order. I can also easily tell if I left one out.

When there is a ROW change, I deactivate all mods- delete the old ROW file, number the folder for the new file and copy it to the mods folder, restart JSGME and the ROW files all appear in order again.

Here's your install order:

360DBP Imperial 1.3
Capt. Midnight's More CBS News v1.2
R&L_int_periscopes_1.3 (this was a fix for the periscope animation in the conning tower)
NSM 3.3 Classic
5b ROW Text.w/o sun flair vs4
7a ROW Sky and Ocean Control
3b ROW Objects Reflections vs4
3c ROW Ship Reflections vs2
3a ROW Sub Reflections & Roll Pitch
6b ROW Classic Zones and Special Effects vs3
2c ROW Realistic Camera vs2c
4a ROW Classic Seafoam
8d ROW New Clouds from Kriller2
9 ROW Sound Effects vs5
ROW Sound Effects Addon
ROW Lightning& Lighting Repair
RFB for ROW
RSRD for RFB v111
SI Interior Kit
SI Optics Kit
SI Periscope & TBT Interface Kit

So for ROW you went 5-7-3bca-6-2-4-8-9

I'm not familiar with the SI mods, so don't know if they'd be a possibility.

As for AVG's comment on the CBS news- You need to run radio station manager as there are some problems with it as he mentioned that cause crashes.

Last, which boat are you using in the missoin and have you tried a different boat to see if the problem still occurs? I'll give the mission a try tomorrow w/ and w/o the camera shake mod and see what happens.

swdw
11-27-07, 02:32 AM
Ok, I got the same result. THe error was reported as dealing with the shcollisions.act file which is not touched by any mod, so there must something IN one of the mods that can cause this. hopefully this won't be a new found bug in SH4 itself.

Bear with me, as this will take some tracking down because the collision problem may be with the boat, the explosion, OR the depth charges, and the mods have changes that affect ALL of these.

THE_MASK
11-27-07, 04:57 AM
I just downloaded this and it doesnt contain sobers better crew mod so if anyone wants that then they will have to download it and install via JSGME .

Fish40
11-27-07, 05:28 AM
Ok, I got the same result. THe error was reported as dealing with the shcollisions.act file which is not touched by any mod, so there must something IN one of the mods that can cause this. hopefully this won't be a new found bug in SH4 itself.

Bear with me, as this will take some tracking down because the collision problem may be with the boat, the explosion, OR the depth charges, and the mods have changes that affect ALL of these.


SWDW, are you saying you also had a ctd similar to mine? Never had any problems with any of the mods, or their install sequence befor this. The only new additions to my list were the RFB for ROW, and the RSRD for RFB. I changed the install order as per the instructions for those two mods. The install order for my ROW files has stayed the same, and as some pointed out they may be out of order, but they never caused a problem befor.

As for the explosion problem, for me, it was the depthcharges causing the ctd. Shells and torpedo explosions were fine. The funny thing is, I wonder why it seems only I have problems, as I haven't seen anyone else posting trouble. I hope you could track down the gremlin, and if I could help in any way let me know.

Fish40
11-27-07, 05:46 AM
I'm alittle confused here. I followed the instructions to the letter, but still feel something is not correct. I installed all the latest ROW files first, then RFB for ROW, and finally RSRDC. I was under the impression that since these mods were made to work togeather, I would not have any conflict warnings while enableing via JSGME. After installing the ROW files first as directed, I went to enable RFB for ROW and recieved a bunch of warnings that this file, or that file has been modified by ROW, bla.. bla... bla.... . What gives here? :o
Thanks for the question, I thought I'd put a note about this in the first topic, but- nope.:damn:

What working together means is that any files overwritten by RFB have the ROW changes built into them. So if you overwrite the files you are activating files that have both the ROW changes and RFB changes.

RSRD overwrites files in RFB that are the same in all aspects in both mods. The reason those files are in RFb also is RFB already had campaigh changes in it and they are left in there for people who don't want to use RSRD.

Because of the fact the mods are built independently, it's not possible to have files that never overwrite. So what we did was merge the ROW changes into the RFB for ROW files so you wouldn't lose anything by overwriting. Lurker had already made sure the files in RFB that were overwritten by RSRD were not show stoppers. Yes they change the campaign files in RFB, but that's ok because RSRD is a different, vastly more comprehensive and better developed mod than the campaign mod in RFB.

So they are considered compatible because you only gain additional features by overwriting files. Does this explanation makes sense?

Hope that clears things up and sorry for the (understandable on your part) confusion. Will edit the first post.

As for the camera shake issues- I haven't had time to start hunting them down yet. But RFB uses the same Depthcharge.sim file RSRD does. The problems appeared after RFB for ROW was posted.

Leo posted an update for the camera shake in RFB and ROW here:
http://www.subsim.com/radioroom/showpost.php?p=701094&postcount=1786







Thanks for that info. I was afraid I may have screwed something up badly, which was causing my headaches. Your explanation is perfectly clear:up:

Fish40
11-27-07, 06:01 AM
360DBP Imperial 1.3<-------has this been tested with all these other mods?
Capt. Midnight's More CBS News v1.2
R&L_int_periscopes_1.3 (this was a fix for the periscope animation in the conning tower)
NSM 3.3 Classic<--------------------------installed in the correct order?
ROW Text.w/o sun flair vs4
ROW Sky and Ocean Control
ROW Objects Reflections vs4
ROW Ship Reflections vs2
ROW Sub Reflections & Roll Pitch
ROW Classic Zones and Special Effects vs3<-----does this jib with Leos fix for NSM?

ROW Realistic Camera vs2c
ROW Classic Seafoam<-------------I believe this is part of the final ROW textures
ROW New Clouds from Kriller2
ROW Sound Effects vs5
ROW Sound Effects Addon
ROW Lightning& Lighting Repair<---------I have not messed with this one
RFB for ROW
RSRD for RFB v111
SI Interior Kit
SI Optics Kit
SI Periscope & TBT Interface Kit


I'm still thinking that NSM and ROW's might be installed in the incorrect order. Also, is the Capt Midnight radio playing when it crashes? Some sound files have been found with a misplaced period or dash that will crash games.



AVG, apparently my ROW sequence is out of order, but this order has never caused a problem befor. As for the Cpt. Mid., it was not playing at the time of the ctd. No radio, or gramaphone for that matter.

As for the ctd from a misplaced radio event, I'm well aware of that. I've been useing Digital Trucker's Radio Station Manager. It lets you know if there is a problem, and allows you to repair. Also, you don't have to hear every single broadcast over again when you restart a gamesave. This is one of the best little utilities I've seen. It's a must have!

AVGWarhawk
11-27-07, 08:54 AM
Well Swdw is on the case for you so that is a good thing. Patience is what is needed at this juncture because this problem as well as others need to be ironed out now and gone from future mod enhancements. All part of the larger picture! A learning experience for future use! Hang in there!

Fish40
11-27-07, 09:14 AM
Well Swdw is on the case for you so that is a good thing. Patience is what is needed at this juncture because this problem as well as others need to be ironed out now and gone from future mod enhancements. All part of the larger picture! A learning experience for future use! Hang in there!



I hear ya man. I'll hang in as long as needed, and will lend a hand if need be. Since everything else is OK, I guess I just have to make sure I don't get depthcharged:doh:

swdw
11-27-07, 10:45 AM
Well, this is going quicker than I thought.

Boy can those external cameras help with troubleshooting. The problem occurs with the DC's that are rolled from the stern racks on the Akizuki class DD. You can be DC'd all day by the other escorts, but the Akizuki will ALWAYS cause a CTD when she rolls her stern racks on top of you in this particular mission. (Easy to make happen- fire a full spread, go to a full bell with your scope up. Once they get close, go to 100 ft and start pinging the bottom- they'll home in on you every time;).
err... not a recommended battle tactic:p:D )

You can change boat types and the problem still occurs. The problem goes away when RFB and RSRD are removed. Both of these use tater's DC mod.

I still need to pull the Gato class files from my stock backup and see if the CTD happens with them. This will elimnate any problems caused by the changes to the boat's files. I prefer to rule out as many variables as I can before coming to a final conclusion. Get less egg on my face that way, and I started with plenty of that when I first joined this forum:oops::doh:

The Akizuki has 2 types of racks and the k guns. The problem never occured with the K-gun. I'll have to mess with the eqp file, but I already have a sneaking suspicion its either:
1. the Type2_02 DC as this was a modified DC by tater
or
2. something that was modified in the recent boat changes that interacts badly with the DC.

So I wouldn't point the finger at the DC mod as of yet.

Funny thing is, this DC mod has been used by many for a couple months, but it took getting just the right combination of ship class, date (date changes the DC equipment on the DD), and a good DC run to cause the CTD.

Since no one else has hit on this combination and had this problem, try a different mission or patrol for now, while I work on this.

Will get back to everyone once I have things narrowed down.

Wilcke
11-27-07, 10:57 AM
swdw,

Been to busy to test for a bit....ready now; let me know if I can help out testing the DC thing. Just PM, I will start a new career with ROW/RFB and any other pertinent mod to test.

Best Wishes,

Wilcke

Fish40
11-27-07, 11:44 AM
SWDW glad to hear you're closeing in on the problem. For a minute there I thought I was the only one with a problem. Also glad to know that for now it seems that only a certain class of Destroyer is causeing the trouble. What you mention about the K-Guns being OK, would explain why I endured a few charges befor the crash. I deliberately used the external cam to watch myself get charged, and the first salvo was indeed from the K-Guns. I immediately went into the Control Room view, and watched as my sub shook from the shockwaves. The second bunch of charges must have come from the stern racks, because as soon as the next bunch of charges went off, The screen froze, and the rest is history.

In retrospect, I'm glad I stumbled across this problem so now it can be addressed. If you need me to test anything, just let me know.:up:

swdw
11-27-07, 02:06 PM
Problem is related to the Type02_2 DC's.

Here's the section from the NDD_Akizuki.eqp file modified by the DC mod where I made the changes.

[Equipment 34]
NodeName=W01
LinkName=DCRack_TYPE02_2
StartDate=19430831
EndDate=19440401

[Equipment 35]
NodeName=W02
LinkName=DCRack_TYPE02_2
StartDate=19430831
EndDate=19440401

*** Here are the changes ***
[Equipment 34]
NodeName=W01
LinkName=DCRack_SH4
StartDate=19430831
EndDate=19440401

[Equipment 35]
NodeName=W02
LinkName=DCRack_SH4
StartDate=19430831
EndDate=19440401

Let the scenario play multiple times and no CTD, even with DC's dropped right on top of the boat. If you feel like it, give it a try. Will let tater know. Only problem was this change resulted in NO damage being taken from the DC's. So this is not a fix. But if you can duplicate the no CTD with it, it will back up this being the problem.

On to installing the patch
(hee hee, I'm working at home catching up on lots of paperwork, so I was able to start the mission and work on the work laptop while glancing at the screen whenever a DC charge run happened. So for lunch I'll install the patch)

Fish40
11-27-07, 03:17 PM
I think I'll hold off on the patch for the moment, until we know what mods are compatable or not. I'll try those changes you implemented and continue as usual:yep:

swdw
11-27-07, 03:28 PM
I think I'll hold off on the patch for the moment, until we know what mods are compatable or not. I'll try those changes you implemented and continue as usual:yep:

You could try this if you have enough HD real estate. this is how modders can still play the game while mucking with SH4:

Copy your crrent install to a new directory.
Create a link to the SH4.exe in the new folder and rename it to SH4 1.3
Once that's done, deactivate all your mods.
Download and install MultiSH4. You can set it up so you run with 2 save folders lets say you call the copied install SH13.
Once the save folder is created, copy all the files in the MY Documents\SH4 folder into that folder
Delete the files in the original save folder (but leave the folder
Install patch 1.4 letting it go to the original install. It will do this automatically by reading the registry keys

You now have 2 installs of SH4. You can continue your missions in 1.3 and play around with 1.4

MultiSH4- http://www.subsim.com/radioroom/showthread.php?t=108215

Fish40
11-27-07, 03:46 PM
Problem is related to the Type02_2 DC's.

Here's the section from the NDD_Akizuki.eqp file modified by the DC mod where I made the changes.

[Equipment 34]
NodeName=W01
LinkName=DCRack_TYPE02_2
StartDate=19430831
EndDate=19440401

[Equipment 35]
NodeName=W02
LinkName=DCRack_TYPE02_2
StartDate=19430831
EndDate=19440401

*** Here are the changes ***
[Equipment 34]
NodeName=W01
LinkName=DCRack_SH4
StartDate=19430831
EndDate=19440401

[Equipment 35]
NodeName=W02
LinkName=DCRack_SH4
StartDate=19430831
EndDate=19440401

Let the scenario play multiple times and no CTD, even with DC's dropped right on top of the boat. If you feel like it, give it a try. Will let tater know. Only problem was this change resulted in NO damage being taken from the DC's. So this is not a fix. But if you can duplicate the no CTD with it, it will back up this being the problem.

On to installing the patch
(hee hee, I'm working at home catching up on lots of paperwork, so I was able to start the mission and work on the work laptop while glancing at the screen whenever a DC charge run happened. So for lunch I'll install the patch)




Call me stupid, but where are these files located? I can't seem to find them.:damn:

Fish40
11-27-07, 03:54 PM
Never mind, I think I found the file, but can't open it to make the changes. What do I need to open these files?

Bill Nichols
11-27-07, 06:39 PM
In case noone has noted this yet, Patch 1.4 definitely doesn't like RFB. Many 'menu item not found' errors and hard crash when going to the nav map.

AVGWarhawk
11-27-07, 06:42 PM
I suspected there would be an issue or two. Lurker has found some issues in the RSRD mod. He is working on it now. A day or so I think we will be good to go.

swdw
11-28-07, 12:23 AM
Menu confilcts fixed, but there's a LOT of changed and added files in v1.4.

Not being the ace modder like or lurker Ducimus is, I'm very thankful for people like LukeFF, CCIP, Raymond6751, Wilcke and others who can help with the file modifications.

lurker_hlb3
11-28-07, 01:06 AM
Menu confilcts fixed, but there's a LOT of changed and added files in v1.4.

Not being the ace modder like or lurker Ducimus is, I'm very thankful for people like LukeFF, CCIP, Raymond6751, Wilcke and others who can help with the file modifications.

I was look at "RC2" verses 1.4, It doesn't look like it should take more than a day or less to get RC2 up to a level to run under 1.4, the biggest issue is the 1024x768.ini and the rest is very low risk / low level clean up:up:

Wilcke
11-28-07, 01:07 AM
swdw,

Got my test install ready, just let me know what to DL and test RFB-wise.

Wilcke

swdw
11-28-07, 01:32 AM
Menu confilcts fixed, but there's a LOT of changed and added files in v1.4.

Not being the ace modder like or lurker Ducimus is, I'm very thankful for people like LukeFF, CCIP, Raymond6751, Wilcke and others who can help with the file modifications.

I was look at "RC2" verses 1.4, It doesn't look like it should take more than a day or less to get RC2 up to a level to run under 1.4, the biggest issue is the 1024x768.ini and the rest is very low risk / low level clean up:up:
Once I got the file list together, I discovered the same thing in both the version for ROW and the version for stock.

Seems like 99% of the changes were in the game files in the root directories. A few new files added that might have a major impact on the sensors, but Luke FF will need to be the one to go through those as he's the guru on the sensors.

swdw,

Got my test install ready, just let me know what to DL and test RFB-wise.

Wilcke

Will do as soon as we get it patched for 1.4- and glad you're back!

CCIP
11-28-07, 01:36 AM
As soon as I get on my SH4 rig, I'll try to pull something to help with this :yep:

lurker_hlb3
11-28-07, 01:41 AM
A few new files added that might have a major impact on the sensors, but Luke FF will need to be the one to go through those as he's the guru on the sensors.


I don't thing this is an issue. Looking at 1.3 v 1.4 those changes are "very" minor. The only sensor change of note is the new visual stuff for the the sub crew. The AI Sensor are completely unchanged.

swdw
11-28-07, 01:57 AM
As soon as I get on my SH4 rig, I'll try to pull something to help with this :yep:

Sent you a PM on this, Thanks.

LukeFF
11-28-07, 07:20 AM
Seems like 99% of the changes were in the game files in the root directories. A few new files added that might have a major impact on the sensors, but Luke FF will need to be the one to go through those as he's the guru on the sensors.

I'll check it out as soon as I can. The next few days are going to be busy for me, but I'll try to get on it within a reasonable time frame.

Wilcke
11-28-07, 10:18 AM
Quick question, is the gentleman that puts out MultiSH4 around, its broken after the patch....the new filemanager.dll is not happy when I run MultiSH4, I tried the old 1.3 version of the DLL, MultiSH4 likes that one; but then of course SH4 will not load......:lol:

Will do a search....but I needed to ask in case there is a work around. I like to run two copies at least of SH4 while testing stuff and breaking things.:damn:

Thank you!

Wilcke

tater
11-28-07, 10:59 PM
Will look at it, right away.

panzer 49th
11-28-07, 11:10 PM
Link to file doesnt work for me can you give me the link again please.

tater
11-29-07, 12:07 AM
http://mpgtext.net/subshare/546IJN%20DC%20mod%20CTD%20fix2.rar

This just changes the eqp file for akizuki to the type 02_1 version.

I forgot that I reorganized the racks so that the 02_2 was the parachute version. That's the one causing the problem.

In the short term, this ifxes it properly (the akizuki was not supposed to have the _2 rack, but the _1, was a typo).

tater

swdw
11-29-07, 10:04 AM
Thanks tater, since the DC mod is used in RFB, I'll just add the fix to that. Thanks for the file

tater
11-29-07, 10:20 AM
The one DC itself (the chute-retarded one) had a typoed parent ID, here is the total fix:

http://mpgtext.net/subshare/857IJN%20DC%20mod%20CTD%20fix%20complete.rar

It changes the DC files, and has the same akizuki loadout fix. Note that RSRD has no ships that I know yet of that use the chute-retarded DC yet (it's designed for small craft that carried a handful of DCs). I'm sure lurker can clarify that in an instant. Any that had the (unfixed) Type02_2 DC would have CTDed when it detonated (it tried to call up the sim file to get the explosion can't find it and CTDs).

tater

Fish40
11-29-07, 05:19 PM
The one DC itself (the chute-retarded one) had a typoed parent ID, here is the total fix:

http://mpgtext.net/subshare/857IJN%20DC%20mod%20CTD%20fix%20complete.rar

It changes the DC files, and has the same akizuki loadout fix. Note that RSRD has no ships that I know yet of that use the chute-retarded DC yet (it's designed for small craft that carried a handful of DCs). I'm sure lurker can clarify that in an instant. Any that had the (unfixed) Type02_2 DC would have CTDed when it detonated (it tried to call up the sim file to get the explosion can't find it and CTDs).

tater


Thanks for the fix Tater. I already installed the fix you posted on the previous page via JSGME. Tried the Borneo Convoy mission, the one which caused my CTD, and it worked like a charm. Should I install this fix instead?

tater
11-29-07, 05:33 PM
The fix is more definitive since it fixes the actual problem, but just the eqp file will work for now, too. Make sure it's the CTD fix2 one (I briefly posted the 1st version, but found another typo on the starboard K guns.

tater

swdw
11-30-07, 03:13 AM
Big thanks and salute tater!!!

With this fix and most of the simple things completed for 1.4 compatibility, there should be a release Friday evening that will run under 1.4.

Then it's on to getting a grasp of how much, if any the changes in all the .act game files have changed the game, and how much the increased visibility affects play.

LukeFF
11-30-07, 04:40 AM
With this fix and most of the simple things completed for 1.4 compatibility, there should be a release Friday evening that will run under 1.4.
I'm going to try and get my new AI_Sensors.dat file out to you by the end of today, as I'll be pretty busy between Saturday and the end of Monday with work. Would like to get that included in this next release.

Bill Nichols
11-30-07, 08:35 AM
With this fix and most of the simple things completed for 1.4 compatibility, there should be a release Friday evening that will run under 1.4.


Just in time! My motherboard is being replaced this afternoon, then it's back out to sea for me.

:ahoy:

AVGWarhawk
11-30-07, 09:13 AM
Excellent! I was playing the vanilla DD last night. They were escorting a troop transport. Even though some feel the vanilla DD suck, these three sunk me.;)

swdw
12-01-07, 04:47 AM
Ran nito a weird occurance testing out the changes. Think I have it chased down, but it's delayed the 1.4 compatible mod until Saturday

AVGWarhawk
12-01-07, 06:31 AM
Take your time! :up:

Weather-guesser
12-01-07, 01:11 PM
I have the worst timing...I had just done a clean install and organized all the super-mods that go with ROW so I could give TM a rest and try RFB with the RSRDC after hearing you rave about it AVG. Then the patch comes out the same day. :damn:

Cant wait to jump into RFB. Waiting in anticipation!

swdw
12-01-07, 09:48 PM
The first release of the 1.4 version is done.

This is still considered a release candidate, because there's more sensor work Luke wants to do, and there are some other things I would like to do with this before calling it a final release. Plus, you never know what might crop up.

Important note

This release includes the recent fixes for the camera shake mod, the depth charge bug founded in the IJN mod, and also fixes the hidden buttons issue when working in 1024 X 768 Resolution. I had to remove a few buttons in order to get this to work. So you do not need to download the new fixes that came out in the last couple of days.

Modified metal HUD

You'll find a different look to the metal HUD that was installed earlier. Being an ex swabbie, I'm used to seeing things either painted, chrome, or brass in order to keep them from rusting. Since this game is set in World War Two, I decided to go for the brass look. Let me know what you think.

The download link is in the first post of this topic. I will also be editing and updating the description there.

Targeting fix is included, but optional. PLEASE READ BEORE USING
we're including CapnScurvy's new targeting fix. The reason this is optional, is because this requires using a normal sized telescope texture file. Because of the way the game calculates mast heights, using a high-resolution texture will throw the measurements off. So if use his mod, you need to stick with the standard sized textures that are included in RFB.

If you like using the various high resolution textures for scope, do not install the targeting mod.

The RFB for stock installs for those eho do not use ROW is also out! It includes the walk around camera modified for the DC shake (it's actually Leo's realistic camera fix for RFB/ROW)

lurker_hlb3
12-02-07, 04:01 AM
Run Silent, Run Deep
The Campaign
(Version 113 RFB_1.4_for_ROW_RC1 Compatible)

This version of RSRDC is 100% compatable with RFB_1.4_for_ROW_RC1

Installation / Compatibility

RSRDC (RFB Compatible) is designed to install over the top of RFB_1.4_for_ROW_RC1 using JSGME, hand installation is not recommended. You will need to start a new career after installation and old save games will not be compatible with RSRDC. Do not attempt to install this version of RSRDC on any version of SH4 other than RFB_1.4_for_ROW_RC1

Link

http://files.filefront.com/RSRDC+P1+RFB+v1137z/;9171483;/fileinfo.html

THE_MASK
12-02-07, 06:52 AM
The modding seems to be hotting up :rock: keep up the good work :up:

AVGWarhawk
12-02-07, 06:54 AM
SDWD/Lurker...loading up now. Thanks a million!:up:

AVGWarhawk
12-02-07, 07:24 AM
Small issue, the scope has strange black box and the number that show up top on the scope are missing. I did a straight install. I also use the standard resolution.

http://i133.photobucket.com/albums/q62/avgwarhawk/SH4Img2007-12-02_073804_984.jpg



Note that I tried both with and without Oakgrooves orders bar. I had gotten the same result. Targeting mod not installed.
Edit: I installed the targeting mod in hopes this was the issue. No good. If I extend the scope the black box is not present. Anyway, I'm sailing on with the scope issue. No reason really not to run and test this out.

Weather-guesser
12-02-07, 12:38 PM
I have this too AVG.

AVGWarhawk
12-02-07, 01:17 PM
I suspect the change in the patch concerning resolutions. Probably a simple fix but hey, I need Swdw to look at because short of learning how to turn on the computer, I know not much of anything else. :88)

swdw
12-02-07, 03:17 PM
Are you talking about a box in front of the scope before your raise it? When you raise the scope do you clear it just like the periscope shroud in the stock version?

If so, that's the way the periscope shroud is being rendered. I'm trying to track down the setting that stretches it across the scope but need help from some of the other guys who were all away from their SH4 rigs for a couple more days. This is strange because the scope texture is the same as the stock size. May have to do with a zone setting, but be patient as i'm still learning the menu stuff. With some help we should be able to track this down.

As for the bearing indicator, I apologize. I rarely use it and didn't even notice it. Will get it patched back in.

Will be glad when the other team members are back- I keep telling people RFB this is a team effort and this just backs that up.

lurker_hlb3
12-02-07, 05:09 PM
SWDW

Please check your PM

AVGWarhawk
12-02-07, 06:58 PM
The box is stationary but as the scope goes up it clears. No bearing numbers at the top. I believe it has something to do the the changes in standard resolution in the new patch. Anyway, it is definitly not the stock version of the scope shroud.

swdw
12-02-07, 08:08 PM
Big thanks to lurker for sending me the fix in the menu file.

This will fix the box that appears in place of the periscope shroud and give you the bearing indicator back.

If you've already downloaded the 1.4 release, just click on one of the links below and download the scope fix for your flavor of RFB. Or, if you wish, you can download the entire mod again from the link in the first post. Files are being uploaded.

STOCK FIX
http://www.kickinbak.com/downloads/RFB_1.4_for_stock_scope_fix.exe

ROW FIX
http://www.kickinbak.com/downloads/RFB_for_ROW_1.4_scope_fix.exe

Installation

1. Disable RFB and run the self extracting file.

2. Run the extraction file

3. Re-enable RFB

If SH4 is installed to a default directory, just use the defaults and it will overwrite the old menu file (tell it yes when it asks for an overwrite). Then reactivate RFB.

If you are installed in a non default directory, browse to the MODS folder in your installation. Select extract and it will overwrite the menu file for you (with your permission)

I did it this way because there's no need to worry about activating and reactivating the fix with RFB this way, and you won't have to redownload the entire mod again (updated complete mods are being uploaded as this is written)

AVGWarhawk
12-02-07, 09:08 PM
That worked! :rock: Thanks for checking it out. Now, I'm off to start a new career and see how she goes. I just saved after contacting a convoy. Need my beauty sleep.....and lots of it;)

swdw
12-05-07, 09:04 AM
Wanted to add this on notes from the original post on the items Beery mentioned that have been worked on in RFB an RSRD as it's HIGHLY recommmended to use RSRD with this mod

Work in Progress (some filenames are guesses based on SH3 file structure). Green = can do now, red = unknown or cannot do at present:

Examine Japanese DD and DE AI for deadliness and adjust if necessary.Modifications in tater's DC mod added to RFB and lurker's RSRD

Adjust sonar effectiveness if necessary (data\Library\AI_Sensors.dat).Initial changes made by LukeFF, more in the works

Check enemy air coverage to make sure it is historically accurate. Accomplished in RSRD- lurker

Add the ability to move to and from stations in the 3D interface. sergbuto's personal camera with nvdrifter's and LeoVampire's DC shake mod and fix.

Wilcke
12-05-07, 10:34 AM
Good list! Second install up and running with RFB and RSRD, Burma Convoy tonight another sleepless night ......aaaaaaaaargh. This will be a 3 hour test....no lurking...just all out assault on the merchants and DD's with a Gato until the torps are all gone.

Its the best way to find out whats broken and what isn't.:damn:

Wilcke

ryanwigginton
12-06-07, 05:24 AM
Just had a quick foray into RFB 1.4 (for stock). Started a campaign in a Salmon class. It all seems pretty solid. One thing I did notice though is that the deck gun rate of fire appears to be stock. Got no other mods running except for this one.

bruschi sauro
12-06-07, 07:36 AM
what is row?:cry:

ReallyDedPoet
12-06-07, 07:52 AM
what is row?:cry:

Reflections on Water is a great one :yep:, leovampire is currently working on updating it for 1.4.

http://www.subsim.com/radioroom/showthread.php?t=122408


RDP

AVGWarhawk
12-06-07, 09:39 AM
Just had a quick foray into RFB 1.4 (for stock). Started a campaign in a Salmon class. It all seems pretty solid. One thing I did notice though is that the deck gun rate of fire appears to be stock. Got no other mods running except for this one.

It is pretty much stock load times.

swdw
12-06-07, 09:48 AM
Load times when testing were about 5-10 second longer than stock using a clock It depends on the crew and the size of the deck gun. The larger the gun, the more tiime is added.

Because the time is so much shorter than before, it may seem like stock. 90 to 110 seconds is the time I was measuring before adjusting the time down, and this was way too long. In real life the reason it would sometimes take that long is the time spent lining up the shot after the reload. But in calm seas the fire rate was pretty decent.

Looking at other things to do to the guns ;)

If those don't work, might add another 10 seconds to the fire rate to add time for lining up the shot.

Wilcke
12-06-07, 10:16 AM
Hello,

Ran the Burma Convoy Mission last night with RFB for Stock and RSRD. I purposely made every mistake in the book and was unable to break the game or CTD.

Pretty stout, crept in and did the O'Kane on two merchants, then the DD's swarmed like hornets, on the third pass they killed all my crew in the forward torpedo room and flooded it....we started sinking.

Flank speed head East.....blow tanks to peri depth....evac the crew put in the repair crew.

Start sinking again....blow tanks again.

I did loose the DD's when I turned East....but they then kind of guessed and started heading east.

Oh, at peri depth with forward flooding, my stern was sticking up out of the water and the DD's spotted that and commenced firing.

Since all was lost, I surface and ran for it....returning fire with the deck gun.

Finally with the boat looking like a fine Swiss Cheese, it was lost.

Two merchants did bite the dust.

All in all I am happy with this current setup.

Hope this helps swdw.:up:

Wilcke

ryanwigginton
12-06-07, 10:43 AM
Load times when testing were about 5-10 second longer than stock using a clock It depends on the crew and the size of the deck gun. The larger the gun, the more tiime is added.

Because the time is so much shorter than before, it may seem like stock. 90 to 110 seconds is the time I was measuring before adjusting the time down, and this was way too long. In real life the reason it would sometimes take that long is the time spent lining up the shot after the reload. But in calm seas the fire rate was pretty decent.

Looking at other things to do to the guns ;)

If those don't work, might add another 10 seconds to the fire rate to add time for lining up the shot.

When the deck gun was firing I was trying to imagine myself reloading the gun, aiming and firing. Just picturing it in my head from old movies and clips I've seen. To me it felt as though I'd barely be loading the next round into the chamber when RFB was firing. Even if you managed to load it there's definitly no aiming time taken into account. I hate to dredge this old topic up again but Beery spent god knows how many hours researching and tweaking the ROF. Not to mention the long paragraphs on the forum defending his decisions. Personally I thought it felt right the way he had it. Lot's will disagree of course.

AVGWarhawk
12-06-07, 11:28 AM
SWDW:

Looking at other things to do to the guns ;)

If those don't work, might add another 10 seconds to the fire rate to add time for lining up the shot.

The cannon question is still on the table! Fear not, hopefully a happy medium will be obtained.

AVGWarhawk
12-06-07, 11:30 AM
@Wilke,

Yes, it is darn stable. Install the prolonged evasion mod by Peto. Put it at the end of the other mods you have installed. This one is really great with RFB/RSD!

igor7111
12-06-07, 04:28 PM
warhawk,

as confused as i am at the moment, would it be possible at some point for
you to list exactly what mods you're currently using and the order of their
installation?

i realize the usefulness of that information will probably change within
the hour, but i need a good base to start from.

i'm just having problem after problem with just about everything but the
stock version 1.4.

Thanks.

swdw
12-06-07, 10:17 PM
When the deck gun was firing I was trying to imagine myself reloading the gun, aiming and firing. Just picturing it in my head from old movies and clips I've seen. To me it felt as though I'd barely be loading the next round into the chamber when RFB was firing. Even if you managed to load it there's definitly no aiming time taken into account. I hate to dredge this old topic up again but Beery spent god knows how many hours researching and tweaking the ROF. Not to mention the long paragraphs on the forum defending his decisions. Personally I thought it felt right the way he had it. Lot's will disagree of course.
Actually, I dug up some old clips and watched them for various times. What you see is the average of what I watched.

But we need to be sure we're using the same terms. I was watching reload times, not rate of fire. ROF includes reload sighting and shooting, on a pitching deck, sighting can often be the longest of these. So while Beery's numbers are more realistic from beginning to end, I'd like to see if the sighting time can be increased through some various changes to achieve those numbers. Will be less frustrating in one way, because you don't have to wait so long for the reload. But can be more frustrating because you'd actually have to spend time in the sub school missions learning how to compensate for everything that can cause error in order to score a hit. There was a reason the navy had a gunner's mate rating or specific people assigned to a gun crew if no GM's were on board. It took practice to be good.

It is a matter of personal preference, so there will be different opinions on this. Just remember, what's in the mod is not the final word on this. So stay tuned . . . but be patient. If the aiming can't be destabilized in a proper way, you'll see the reload times go back up.

One other word on this, comparing what you think is realistic for you can be misleading. Few people know what they are capable of until they've had the crap drilled into them through lots of repetition.

Peace time dive times and war dive times were drastically different for the fleet boats. ROF fire for surfac ships increased dramatically from pre WWII practice to war time rates.

The first time we had a fire drill and I got my butt chewed off for taking too long to get the firehose deployed and pressurized from my compartment to the engine room, I thought the machinist mate on my case was asking the impossible- until I found out I was 45 seconds longer than the "record". Eventually, 2 of us broke that record.

We had a situation where we had problems that shut the reactor down inside the USSR's 200 mile territorial water claim. Two of us got the equipment replaced and the reactor back up in less than half the time it should have taken. We're talking about shaving HOURS off the time. But having an Alpha and an Soviet destroyer trying to pin us down everytime we got shallow enough to snorkel was also a great incentive (in state 4 seas, lost the diesel numerous times from water in the snorkel mast). plus when we were told battery power might not last and then we'd have to surface, the pace we reached was quite hectic. (Actually reversed the polarity on several cells of the battery by the time we got started back up.) We were not about to be the source of an international incident because an SSBN had to surface inside the 200 mile limit in a situation where we'd be caught by the soviet navy dong so. Just one more imperative to make us do what we would have told you was impossible before we started.

So comparing what we think we can do to what actually is possible can sometimes be comparing apples to oranges

Please be patient though, works been crazy. Spent 3 days this week working late at different locations where I went in to fix one or two problems with their control systems only to find out things were royally screwed. You can't walk away and leave half their plant limping along. Too many people out there these days that don't know what they're doing in the instrumentation, automation, and system controls business- especiallly in the field end. Causes some major headaches at times. Sometimes I'm surprised half this countries infrastuctire doesn't just up and quit.

AVGWarhawk
12-07-07, 08:48 AM
warhawk,

as confused as i am at the moment, would it be possible at some point for
you to list exactly what mods you're currently using and the order of their
installation?

i realize the usefulness of that information will probably change within
the hour, but i need a good base to start from.

i'm just having problem after problem with just about everything but the
stock version 1.4.

Thanks.
Right here:
http://www.subsim.com/radioroom/showpost.php?p=712393&postcount=399

It is a darn good base at the moment. Again, not all the elements of ROW are installed because they do not render correctly. Leo is working that over right now. Other than that, these mods make for a very enjoyable game! I plan on slipping in NSM mod soon although I get frustrated enough with the bum torpedoes and the longer sinking times will just frustrate me even more. I'm not ready for that yet.

igor7111
12-07-07, 01:06 PM
many thanks warhawk, i'll give it a shot this evening.

AVGWarhawk
12-07-07, 01:33 PM
The game runs great for me. No CTD.

lurker_hlb3
12-08-07, 09:25 AM
RSRDC Emergency Patch

This patch applies to ALL versions of RSRDC. Very bad bug in the 42a_Jap_Taskforce.mis file that cause two groups of cruisers to generate over 1000 times. This will cause SH4 to lockup. See the following post for details.

http://www.subsim.com/radioroom/showpost.php?p=714945&postcount=424


All links to current versions of RSRDC have been disabled until I can rebuild them and repost.


Link for RSRDC_Patch_All_Versions


http://files.filefront.com/RSRDC+Patch+All+Versionsrar/;9217426;/fileinfo.html

AVGWarhawk
12-08-07, 09:27 AM
Thankfully I have not see this but loading up the patch anyway:up:

lurker_hlb3
12-08-07, 11:06 AM
New version of RSRDC are up

http://www.subsim.com/radioroom/showpost.php?p=715222&postcount=428

panthercules
12-10-07, 08:19 PM
I noticed that when I installed the medals-fix mod from this thread:

http://www.subsim.com/radioroom/showthread.php?t=116312&page=3

with JSGME it said that the latest RFB for ROW version had already messed with these same files, presumably to try to fix the same problem with the stock game medals (but I don't know if that was dealt with post-patch 1.4 or just a carry-over of an earlier RFB version's attempted fix that might have been broken by the patch). I haven't been able to complete a patrol yet with 1.4/RFB etc., so I haven't encountered any medal situations yet - do you know if RFB's medals are broken (and so we'd maybe want to try this other fix) or if they're working post 1,4 (so we wouldn't need this other fix)?

swdw
12-11-07, 11:21 AM
Give that a try. No one had noticed the medal mods being broken until after many of the 1.4 updates were released.

Bill Nichols
12-11-07, 04:13 PM
No response in the other RFB thread, so I thought I'd repeat myself here:

"I don't want to re-open an old argument here, but I've noticed that with RFB for ROW installed my gun can fire every 6 seconds. I know Beery was hard-over on a much longer reload time. Although I'm not fond of Beery's lethargic firing rate, I also don't like the rapid-fire capability my subs currently have.

"Previously, there were options for 12-second and longer reloads. Any way to get these back?"

:cool:
__________________

panthercules
12-11-07, 08:14 PM
No response in the other RFB thread, so I thought I'd repeat myself here:

"I don't want to re-open an old argument here, but I've noticed that with RFB for ROW installed my gun can fire every 6 seconds. I know Beery was hard-over on a much longer reload time. Although I'm not fond of Beery's lethargic firing rate, I also don't like the rapid-fire capability my subs currently have.

"Previously, there were options for 12-second and longer reloads. Any way to get these back?"

:cool:
__________________

LOL - when I first saw that SWDW had messed with the ROF settings, I thought that he had decided he had bitten off more than he could chew with updating RFB and it was some clever ploy of his to provoke Beery's rage and get Beery to come back and take this off his hands :rotfl:

ROF has always been the third rail of RFB modding, so I'm really amazed it was touched. I'm not gonna go near this ROF issue with a 10-foot pole, but it's easy enough to manually tweak the reload speed back to whatever you want using the minitweaker or S3D programs, so feel free to set it wherever you want.

swdw
12-11-07, 11:44 PM
No response in the other RFB thread, so I thought I'd repeat myself here:

"I don't want to re-open an old argument here, but I've noticed that with RFB for ROW installed my gun can fire every 6 seconds. I know Beery was hard-over on a much longer reload time. Although I'm not fond of Beery's lethargic firing rate, I also don't like the rapid-fire capability my subs currently have.

"Previously, there were options for 12-second and longer reloads. Any way to get these back?"

:cool:
__________________
Interesting because the reload times I was getting were 18 to 30 seconds with the changes I made. the 3inch gun had the shorter load times from 18-22 depending on the crew and the 5 inch gun was closer to 30.

In fact, I just checked it after reading your post and the 4 inch gun took 24 seconds to reload in the lifeguard patrol with realistic reload turned off (just in case). I've also verified the download contains the same gun files I'm using

The guns are a common library file, so reload times should change with the gun, not the boat.

Are you installing another mod AFTER you activate RFB for ROW? Depending on the mod, this may be your problem. Otherwise we have a real puzzler here.

Also there are a couple of crew mods that will give you crewmembers with extraordinary skills which can affect reload time somewhat.

Here's the mods used on the install set up I use for playing SH4
01-Captain Midnights MORE CBS NEWS! MOD v1,2
02-CBS_1941_Music
03-ROW Camera vs_1a
04-ROW Sub Reflections and Roll Pitch Mod
05-ROW Textures with Sun Halo camera flair vs_4
06-ROW Sound Effects vs_8
07-RFB_1.4_for_ROW_RC1
09-RSRDC_P1_RFB_v115
10-KPO San Francisco (NBC)
11-RadioStationManager



For anyone getting reload times as short as Bill Nichols (and Bill), please post your activated mods and Windows version cause something isn't adding up.

Just use the "export activated mods list" feature of JSGME and copy and paste the results here.

Bill Nichols
12-12-07, 07:14 AM
My tests were using the sub school artillery lesson and two 'crack' gunners (green bar at 100% on the gun). The mod I'm using is RFB 1.4 for ROW RC1. I checked the .sim files in the RFB_1.4_for_ROW_RC1 and the reload times listed are 5, 6, and 7 seconds for the 3-in, 4-in and 5-in deck guns, respectively.

Here is my list of activated mods:

ROW Realistic Camera vs_1c
ROW Objects Reflections vs_2
Natural Sinking Mechanics 3.3 Classic
ROW Classic Zones Special Effects vs_3
ROW Sub Reflections and Roll Pitch Mod
ROW Textures without Sun Halo camera flair vs_4
ROW NEW Clouds from Kriller2
ROW NEW SeaFoam from Jaketoox
RFB_1.4_for_ROW_RC1
RSRDC_P1_RFB_v113
SI INTERIOR Kit
SI OPTICS Kit
SI PERISCOPE&TBT Interface Kit
SI Recognition Manual Kit
BALAO HI-RES Weathered
FooBor's hi-res Gato - Weathered
FooBor's PORPOISE BLACK HI-RES V1.0
FooBor's TAMBOR BLACK WTH HI-RES V1.0
FooFighters SARGO BLACK WTH HI-RES V2
SALMON HI-RES BLACK V1.0
S-CLASS BLACK HI-RES V1.0
Realistic-sized Moon
Map Labels 1.3
NSM3.3_hardcore_torpedo_mod
SILENT SERVICE 1.2c GRAPHICS MOD
SI HUD Kit
Prolonged DC Attack 1.1
ROW Sound Effects vs_8
'Destroyer in Attack Run' Sound Man Voice Fix v1.01a
Depth Charge Drop Splash Warning v1.01a
RFB-HUD mod workaround
warships_retextured_v1_3
sobers better sand
360 degree bearing plotter imperial 1.4

swdw
12-12-07, 09:01 AM
My tests were using the sub school artillery lesson and two 'crack' gunners (green bar at 100% on the gun). The mod I'm using is RFB 1.4 for ROW RC1. I checked the .sim files in the RFB_1.4_for_ROW_RC1 and the reload times listed are 5, 6, and 7 seconds for the 3-in, 4-in and 5-in deck guns, respectively.

Ok, in the thread on gun testing before U adjusted this, I noted that the game was multiplying the numbers by a factor of 4, so I was getting an average of 20, 24 and 28 seconds with each one of the values listed. With the value of 23 that had been used earlier, it was giving me a reload time of 90+ seconds in different missions.

That's why you see the numbers you do in the sim files. I'll take a look at the other mods you have listed to make sure there isn't something affecting these. The tests I ran were in the sub school artillery mission you got your numbers with.

Having different reload times on different systems is hopefully a conflicting mod issue. Will get back to you on this.

BTW Bill, you also should uograde to RSRD 115 as there are a couple of issues fixed in it. Also, the SI Interior kit and TBT and periscope interface are now part of RFB

brandtryan
12-14-07, 01:32 PM
I've looked around trying to find out why my green bearing line on the attack map is missing--and I've found the culprit--before I load RFB for ROW I have the green line, and after I load it, I lose the green line. Does anyone know of a fix for this? I apologize if this is known already--my search came up with nothing.

AVGWarhawk
12-14-07, 01:35 PM
I've looked around trying to find out why my green bearing line on the attack map is missing--and I've found the culprit--before I load RFB for ROW I have the green line, and after I load it, I lose the green line. Does anyone know of a fix for this? I apologize if this is known already--my search came up with nothing.

I suspect RFB is removing this line. RFB works towards a realism mod. This green line is removed as you would not have this green line in RL.

brandtryan
12-14-07, 01:55 PM
I've looked around trying to find out why my green bearing line on the attack map is missing--and I've found the culprit--before I load RFB for ROW I have the green line, and after I load it, I lose the green line. Does anyone know of a fix for this? I apologize if this is known already--my search came up with nothing.

I suspect RFB is removing this line. RFB works towards a realism mod. This green line is removed as you would not have this green line in RL.

DOH! I never considered it was a "feature" lol. Thanks!

swdw
12-15-07, 03:17 PM
I've looked around trying to find out why my green bearing line on the attack map is missing--and I've found the culprit--before I load RFB for ROW I have the green line, and after I load it, I lose the green line. Does anyone know of a fix for this? I apologize if this is known already--my search came up with nothing.
I suspect RFB is removing this line. RFB works towards a realism mod. This green line is removed as you would not have this green line in RL.
DOH! I never considered it was a "feature" lol. Thanks!

LOL, yeah, some of the features for reality trip people up;)

If you want the bearing on the map you need to use the plotting tools and draw the line yourself,
OR
do what they did in real life, get the bearing report from the sonar or personally operate the sonar to get it.

cdrsubron7
12-25-07, 11:32 PM
Ok, I've got the latest versions of the RFB/RSRD/ROW installed using the JSGME and in two new careers I've started in the Asiatic Fleet when I get to the point usually after three patrols when I'm offered a new command I'm automatically sailing from Pearl in my new command but my patrol objectives are still in the Makasser Straits. I guess I've got something the JSGME installed in the wrong order, but what.



http://i8.tinypic.com/6jv7pqf.jpg

LukeFF
12-26-07, 12:46 AM
Ok, I've got the latest versions of the RFB/RSRD/ROW installed using the JSGME and in two new careers I've started in the Asiatic Fleet when I get to the point usually after three patrols when I'm offered a new command I'm automatically sailing from Pearl in my new command but my patrol objectives are still in the Makasser Straits. I guess I've got something the JSGME installed in the wrong order, but what.

It has nothing to do with any mod. Your patrol objectives will not change until after your first patrol with your new boat.

cdrsubron7
12-26-07, 10:06 PM
Ok, I've got the latest versions of the RFB/RSRD/ROW installed using the JSGME and in two new careers I've started in the Asiatic Fleet when I get to the point usually after three patrols when I'm offered a new command I'm automatically sailing from Pearl in my new command but my patrol objectives are still in the Makasser Straits. I guess I've got something the JSGME installed in the wrong order, but what.
It has nothing to do with any mod. Your patrol objectives will not change until after your first patrol with your new boat.



I just find it funny that I get transferred to Pearl and am not given any notification about the transfer.

beartooth91
12-28-07, 01:09 AM
Is there an equivalent icon key or command (in RFB) for the "identify target" icon/command in Trigger Maru ?

Laffertytig
12-28-07, 10:13 AM
on my current patrol in oct 42 im gettin hit with aircraft constantly, the problem is my radar never detects them which i thought initially was a bug with the radar but i remember readin somewhere that in RFB aircraft that are flyin low will be invisible to radar, is this true?

ive been caught a half dozen time now but each time i managed to shoot down the aircraft. i know jap aircraft were very lightly armoured but is it possible to make the aircraft a bit more deadly or harder to shoot down?

LukeFF
12-29-07, 12:16 AM
on my current patrol in oct 42 im gettin hit with aircraft constantly, the problem is my radar never detects them which i thought initially was a bug with the radar but i remember readin somewhere that in RFB aircraft that are flyin low will be invisible to radar, is this true?

Early SD radar does not pick up aircraft below ~1200 feet; late SD radar the altidue drops to 1000 feet. This is in line with historical specs.

ive been caught a half dozen time now but each time i managed to shoot down the aircraft. i know jap aircraft were very lightly armoured but is it possible to make the aircraft a bit more deadly or harder to shoot down?

Might be necessary to make them more deadly, but no need to make them more armored than they were. Will have to see what swdw thinks.

Laffertytig
12-29-07, 06:11 AM
so its just your luck what hight the plane is flying then, this defo improves the game but as i say just a shame that the aircraft very rarely pose a threat.

most of the planes were zeroes which just straffed, i kinda the fact that u dunno what the planes gonna be carrying. maybe the actual subs AA guns are overpowered somewhat? i have the twin AA guns and they just chew up aircraft which are very easy to hit, 1 or 2 hits and the planes go down

swdw
12-31-07, 11:35 AM
As for the planes, I like Ducimus' work on being able to see the boat after it dives to a certain depth.

Will be asking one of the team members if he can work on this.

AVGWarhawk
12-31-07, 12:02 PM
Excellent! I was hoping this would find it's way in. :up:

AVGWarhawk
12-31-07, 05:34 PM
I did a fresh install of the game and mods that I really want. Upon doing so, I found I was missing some textures from this mod that are on the navigation map. Keep adding things and soon it will be a very nice mod package. Thanks for picking this up after Beery and running with it:up: :rock:

Travis Reed
01-02-08, 11:01 PM
A few questions.

On which boats and on roughly what dates are the 5 inch guns available (only been able to get 4 inch through the '43 start date for Balao)?

I remember in SHIII (even with GWX 2.0) that when zoomed in on a target in the map or attack map view you can see a black icon with the basic hull shap that gives you a good picture of orientation, etc. I figure this has been removed with this addon. How do I put it back?

Travis Reed
01-04-08, 04:33 AM
After finally running SH4 1.4 stock and comparing it to RFB, I definitely will want to stick with RFB, but modify it slightly, keeping the stock camera and some of the map icons. I still want to see and use the white X and line for the attack map, as well as the green line for projected torp path as well as the other one that shows where it will go for a given offset. I like having to identify my targets, and having that set of range rings around my boat at high zoom levels on the map.


Could someone guid me through restoring these?
1. Cameras back to stock.
2. Attack map target location and predicted path (the white X and line) back to stock.
3. Attack map torpedo predicted path indicator back to stock (ask for clarification if needed...)

Travis Reed
01-04-08, 08:08 PM
Just out of curiosity, is RFB RC2/3 out yet? I've seen posts (and screenshots in posts) where it's mentioned, but can't seem to find the download link (one in the first post only has RC1).

swdw
01-05-08, 01:28 PM
Travis, check your PM's, you'll find sonething for you

I'll have to look at the original mods that were includes in order to tell you how to reverse the changes.

Sorry for the delays everyone. My work schedule is eating up a lot of time as I have to go out of town and can't do much as the work laptop can't handle SH4.

On top of that I had to take vicodin over the holidays for back spasms and trying to make modifications when you're that loopy gives some "interesting" results :lol:

Couldn't even follow simple posts w/o trying hard as vicodin really messes with my brain. Decided I should hold off until I could actually think, although my wife might tell you I can be loopy at times w/o the pain killers:D

Anyway, here's an outline of what's coming
Destabilization of the deck gun swdw & Kv29, Origionally, I tried an approach that shows some promise, but this has been extremely frustrating and time consuming work. Once I reviewed kv29's RDG thread, will be trying to merge the 2
Some mods to the gun cameras
Reload times modified- all of a sudden, I quit getting the 4x multiplier on the time setting- still don't know what caused it
Sub sonar and radar mods by LukeFF
Sub depth and speed mods by LukeFF
Aircraft spotting submerged subs. original idea by Ducimus, asked CCIP to work on this.

Stripping the RFB campaign and making it a seperate file that appears in JSGME since most people are using RSRD anyway (will still be part of the RFB download)

Incorporating Leovampires wake mod and depth in the water changes

Peto's extended evasion mod

Working on making NSM 3.3 and RFB mesh correctly. Will work with Werner once NSM4 is far enouch along to make the 2 highly compatible

The next release will include capt scurvy's targeting mod built in to RFB.

Some of these changes may affect the same files as RSRD, so this will be checked. If needed, a file will be added to RFB that would be installed last which will merge the RSRD and RFB changes. This way you'll be able to have the benefits of both

Import Digital Truckers mod so you can choose between Oakgroves HUD, the RFB HUD tweak of Jaketoox's metal HUD.

Stuff that would be nice to have, but the "how to" has not been discovered yet are
dive / climb rate when submereged

AI ship controlled anomalies like the DD turning radius and some of the ship's abilities to accelerate like a speedboat.

Other things as they come up.

One thing that takes time is sorting throiugh all of the different mini mods and having to merge all of the changes so you gain all of the benefits and w/o creating problems or losing some of the changes.

Some of the changes take a lot of testing while developing them because we have no description from the devs on how the game utilizes different parameters, what in the heck they're even in there for, or what the allowable values are. Sometimes you make changes and everything is looking good, then you reach a threshold value and things go nuts.

Because of this, I prefer to take the slow approach, so please be patient.

Also, anyone that has some ideas they'd like to see incorporated in RFB and would like to try their hand at modding, you arenot only welocome to join the team, but encouraged to do so.

Once more, for those using this mod- please don't single me out for the credit. If you enjoy this mod, address your appreciation by thanking the "RFB team".

Although I do a little modding, my job is to act like an editor and make sure everything works well into the overall scheme. There are things in this mod from when Beery ran it that I wouldn't have the knowledge to accomplish. There are things LukeFF has done that would take weeks of learning before I could even try, and people like R6751 that figured out the sleep problem that no one else had an answer for. My time is limited, so you wouldn't see half of what is coming down the pipe without people like, Beery, LukeFF, Raymond6751, CCIP, Cap'n Scurvy, Peto, sober, lurker hlb3, Capt Cox, tater, and many others.

So PLEASE remember to thank the "RFB team", not just me, if you enjoy this mod.

black1
01-05-08, 02:24 PM
I would like to no these as well if possible, thanks.

2. Attack map target location and predicted path (the white X and line) back to stock.
3. Attack map torpedo predicted path indicator back to stock (ask for clarification if needed...)

CDR Resser
01-05-08, 04:28 PM
Thanks for the update swdw. Look forward to the latest version of RFB whenever it is ready.:up:
I have noticed that the awards have reverted back to the stock, historically inaccurate versions, any chance of getting the real ones back.:hmm:

swdw
01-05-08, 06:12 PM
I would like to no these as well if possible, thanks.

2. Attack map target location and predicted path (the white X and line) back to stock.
3. Attack map torpedo predicted path indicator back to stock (ask for clarification if needed...)
2. This is actually a "feature" in RFB as it's part of the realism aspect of the mod. You get the target location shown when you have visual contact. It takes working your equipment and observation and plotting tools for you to come up with the predicted course. Some of the manual targeting tutorials on subsim give a good explanation. Just do a search for them. You can still use auto targeting if you prefer, but they'll help with plotting a target's course. Sometimes it means poking the scope up every so often to get a visual and put an x on the map. You have to try and figure the median course the target is zigzagging around.

3. May need some clarification on this, but if you are talking about a line for the torpedo travel- this aspect missing is also part of this being a realism mod and is a "feature"

swdw
01-05-08, 06:16 PM
Thanks for the update swdw. Look forward to the latest version of RFB whenever it is ready.:up:
I have noticed that the awards have reverted back to the stock, historically inaccurate versions, any chance of getting the real ones back.:hmm:

1.4 broke the earlier medal mods. Thanks for reminding me about this. Will add it to the list.

AVGWarhawk
01-05-08, 06:16 PM
Really great men! I love the mod and love seeing it grow!

black1
01-05-08, 08:09 PM
Ok no problem, what RFB file should i download on the filefront sight? I use ROW, RSRDC Phase2. Should i download the one that says RFB 1.4 for ROWrc1.exe

Thanks mates.

Travis Reed
01-05-08, 08:19 PM
I would like to no these as well if possible, thanks.

2. Attack map target location and predicted path (the white X and line) back to stock.
3. Attack map torpedo predicted path indicator back to stock (ask for clarification if needed...)
2. This is actually a "feature" in RFB as it's part of the realism aspect of the mod. You get the target location shown when you have visual contact. It takes working your equipment and observation and plotting tools for you to come up with the predicted course. Some of the manual targeting tutorials on subsim give a good explanation. Just do a search for them. You can still use auto targeting if you prefer, but they'll help with plotting a target's course. Sometimes it means poking the scope up every so often to get a visual and put an x on the map. You have to try and figure the median course the target is zigzagging around.

3. May need some clarification on this, but if you are talking about a line for the torpedo travel- this aspect missing is also part of this being a realism mod and is a "feature"

2. I appreciate that this is a feature, and would enjoy it if had more time/patience. However, my time/patience is limited (thus, while I'm decent at manual TDC, I still use auto).

3. I am referring to the line of torpedo travel. There are in fact two lines for this in stock. A black one which is in RFB (though it's been more heavily dashed) which shows the predicted path as if offset were set to 0, and the green one which also takes into account the offset you've selected. Once I get back to my SH4 machine I can take and post some screenies if needed.

Travis Reed
01-05-08, 08:21 PM
Ok no problem, what RFB file should i download on the filefront sight? I use ROW, RSRDC Phase2. Should i download the one that says RFB 1.4 for ROWrc1.exe

Thanks mates.
That one or the 7-zip version, whichever suits your taste.

black1
01-05-08, 10:27 PM
Got it thanks mate.

swdw
01-06-08, 12:20 AM
So you know, RC2 is in progress, but not released.

Also forgot to mention that we'll be plugging in Anvart's wonderful radar mast mod

sqk7744
01-06-08, 02:40 PM
Great!

Thanks for this :up:

swdw
01-06-08, 04:26 PM
Just realized I should explain something to clear up some confusion.

When 1.3 was out we released RFB RC1 and were working on RC2 of THAT version. When the patch came out, we had to go back, and revamp some stuff. Things that were going to be part of the 1.3 RC2 were rolled into the 1.4 version. Since this was a new version that was NOT compatible with 1.3, I restarted the numbering.

So in effect 1.4 RC1 would have been 1.3 RC2. Clear as mud???? Now that I have everyone confused, I'll go hide for a while.

RC2 will be the RC2 for 1.4

black1
01-07-08, 11:01 PM
I loaded your mod and love it but i also loaded Foofighters great recognition manual and it did not come up, still was stock manual. Is there a correct order to get it to show and use, i loaded it after this order:ROW,RFB,RSRDC..then Manual.is this correct.

swdw
01-10-08, 08:41 AM
Foofighter's manual should be loaded after RFB and RSRD. If you install the ship centered accuracy fix option, foofighter's should not be used at this time. I couldn't find anything in the SCAF or FF manual threads saying the 2 were made compatible.

Make sure you download the version compatible with RFB though.

black1
01-10-08, 11:32 AM
I like the mod but i have a problem i need help with, i use 1600x1200 res and my periscope view is huge when i look thru it, i think because it is made for 1024x768 or something. Can someone tell me how to fix the resolution for my view thru the periscope to fit for 1600x1200, thanks all.

swdw
01-11-08, 09:27 AM
Looking for some comnpatible hi res scope textures- will get back to you on this.

black1
01-11-08, 09:57 AM
Thanks i appreciate it alot, i really want to try the mod more but at the moment it is just to big.

Wilcke
01-11-08, 10:13 AM
Looking for some comnpatible hi res scope textures- will get back to you on this.

Would any of the scope stuff from Better Scopes 1.4 help you out....take a look. I had once incorporated this into SH4 1.3 + TM and/or RFP....

Just a thought....

swdw
01-11-08, 10:21 AM
Would any of the scope stuff from Better Scopes 1.4 help you out....take a look. I had once incorporated this into SH4 1.3 + TM and/or RFP....

Just a thought....

Wilcke, I didn't pull the better scopes from RFB, but there were some scope issues with RFB when patch 1.4 came out and lurker provided a fix.

If you could check the files and see if there's a repair that needs to be put in place, would greatly appreciate it.

black1
01-11-08, 11:30 AM
I had actually tried betterscopes before and the same problem, I really want to try this mod RFB so if there is any fix or way to get this to work i would be greatly appreciative guys, thanks again for checking.

swdw
01-13-08, 07:42 PM
Go here and try these. There may be a targeting issue, but you will have to test that.
http://www.subsim.com/radioroom/showthread.php?t=128854

If this does affect targeting, scaling the scope aperture will require a major rework of the scope.

You can also try the Si scope textures

CapnScurvy
01-15-08, 11:53 AM
Hello Swdw, I have just tested your two scope High Res versions, "The Bigger Canvas Scope", and the "Resize Scope" with NO ill effects to range finding using the Stadimeter. I had my game resolution set to 1600x1200.

Some time ago I had looked at different game resolutions and found the difference between the default 1024x768 and the highest, to be only a couple of yards at most. There is a difference, but it's hardly worth mentioning.

The only problem I have seen, no matter what mod you use, is the RM Scale on the bottom of the pictures moves to the right and off the page with higher screen resolutions. I don't know if gamers actually use this scale or not (I know I don't) but it either needs to be removed or at least made scalable to fit back within the pages of the RM with the higher game resolutions. I know the higher res you go the farther right it moves.

swdw
01-15-08, 04:45 PM
Hello Swdw, I have just tested your two scope High Res versions, "The Bigger Canvas Scope", and the "Resize Scope" with NO ill effects to range finding using the Stadimeter. I had my game resolution set to 1600x1200.

Arrgh matey, we''l get you to be an official RFB team member one way or another :arrgh!: :D

Thanks for checking this. Since I have no idea how the game engine utilizes the view, I wasn't going to put these out as a solution w/o someone checking them. Will get to work making the lines green for both the attack and observation scope.

The only problem I have seen, no matter what mod you use, is the RM Scale on the bottom of the pictures moves to the right and off the page with higher screen resolutions. I don't know if gamers actually use this scale or not (I know I don't) but it either needs to be removed or at least made scalable to fit back within the pages of the RM with the higher game resolutions. I know the higher res you go the farther right it moves.

???? I'm being dense here. :88) This scale is where?

panthercules
01-15-08, 10:12 PM
Hello Swdw, I have just tested your two scope High Res versions, "The Bigger Canvas Scope", and the "Resize Scope" with NO ill effects to range finding using the Stadimeter. I had my game resolution set to 1600x1200.

Arrgh matey, we''l get you to be an official RFB team member one way or another :arrgh!: :D

Thanks for checking this. Since I have no idea how the game engine utilizes the view, I wasn't going to put these out as a solution w/o someone checking them. Will get to work making the lines green for both the attack and observation scope.

The only problem I have seen, no matter what mod you use, is the RM Scale on the bottom of the pictures moves to the right and off the page with higher screen resolutions. I don't know if gamers actually use this scale or not (I know I don't) but it either needs to be removed or at least made scalable to fit back within the pages of the RM with the higher game resolutions. I know the higher res you go the farther right it moves.

???? I'm being dense here. :88) This scale is where?

I think he's talking about the scale line that is usually running horizontally along the bottom of the pages of the recognition manual that presumably is supposed to measure the length of the ship. I suppose it could be useful under some circumstances, but I never found a real use for it and I never could get it to act right myself when I changed screen resolution and/or moved the manual around on the screen to put it where I wanted it, so eventually I resorted to a simple work-around - I just tweaked the menu_1024_768.ini file to move the scale way off the screen so I didn't have to look at it, as follows:

[G25 I48]
Zone= 115 122 429 7 0 1 0x25060003 0 -1 0x25060004 0 0 2000 0

swdw
01-15-08, 11:09 PM
I think he's talking about the scale line that is usually running horizontally along the bottom of the pages of the recognition manual that presumably is supposed to measure the length of the ship.

Told you I was being dense duhhh RM = recognition manual. :oops:
http://www.etsu.edu/edc/images/DunceCap.gif
How long do I have to sit in the corner with the dunce cap on?

CapnScurvy
01-16-08, 09:24 AM
Ok, time in the corner is up.

Yes Panthercules, that's the "scale" I mean. The proposal of simply moving it way off the screen is probable a good fix. It would keep the scale in the game engine to find, but would be ommited from view no matter what the game screen resolutions.

I have a 32 inch wide screen TV with a VGA input. When I was playing around with trying different things to find correct range with the Stadimeter, I used it to run SH4. The screen resolution choice's were really different and I must admit you can get into trouble really quick with using some of the wierd settings. The black screen of death appeared a couple of times just after the intro movie. I had to shut down the computer, go through the Safety Boot for Windows to get to the SH4 files that keep your personal settings. Making the change back to a reasonable resolution got me going again. In my opinion the larger screen only made for more real estate to cover with the mouse. It didn't improve the overlaying of the specific pixel line that gives exact range to target, which is what I was looking for.

LukeFF
01-17-08, 04:19 AM
I got the Navigator to show up at all times, thanks to some assistance from jdkbph. The following picture was NOT taken at battlestations:

http://img.photobucket.com/albums/v258/LukeFF/SH4/SH4Img2008-01-17_011339_343.jpg

What's more, it's historically correct, as it allows me to realistically add 3 more officers to the crew. Boats later on in the war had up to 10 officers on board (including the commander), and responsibility for navigation fell to the XO and the officers underneath him.

DavyJonesFootlocker
01-17-08, 06:47 AM
One of the things I like about RFB is the omission of the Decoy Launcher button. Never had them in Fleet Boats in the early part of the war. Not sure about the latter years of WW2. However, I use Sober's Super Mod and iit contains a crew mod. However, when playing single missions there aren't any crew members for AA and deck guns. I can always use points to get the additional crew in Career mode but not in Single missions. I also use LeoVampire's airbase mod and RSRDC mod but the airbase mod is not compatible with the Nav Map. Some of the areas in the map are gone when the Airbase mod is activated, like parts of Indochina (Chan Ran Bay- spelling's wrong I think on my part).

LukeFF
01-17-08, 05:11 PM
One of the things I like about RFB is the omission of the Decoy Launcher button. Never had them in Fleet Boats in the early part of the war. Not sure about the latter years of WW2.
Decoys will be present in RFB from August 1944 onwards.

However, I use Sober's Super Mod and it contains a crew mod. However, when playing single missions there aren't any crew members for AA and deck guns. I can always use points to get the additional crew in Career mode but not in Single missions.
Crewmen for the AA and deck guns came from the "below deck" ratings already assigned to another compartment. More or less every fleet boat had two Gunner's Mate sailors on board, but they would serve in another capacity when the guns weren't manned, such as the torpedo rooms. It wasn't a rating where they just sat around waiting for the order for the guns to be manned. ;) This is how it will be handled in RFB. (And makes me wish we had crew member limits like in SH3).

AVGWarhawk
01-17-08, 06:41 PM
Yeah buddy:up: :up: :rock:

Yorktown_Class
01-17-08, 08:32 PM
Hi all,

Is there a way to get the contact lines on the map to show up better,I have a hard time seeing them,is there a way to get back the stock form??

Thanks in advance..

Travis Reed
01-18-08, 01:36 AM
Crewmen for the AA and deck guns came from the "below deck" ratings already assigned to another compartment. More or less every fleet boat had two Gunner's Mate sailors on board, but they would serve in another capacity when the guns weren't manned, such as the torpedo rooms. It wasn't a rating where they just sat around waiting for the order for the guns to be manned. ;) This is how it will be handled in RFB. (And makes me wish we had crew member limits like in SH3).

I started a career in a Porpoise and found that, after crewing up I'm at 80 total onboard (including the CO)...this is about 30 more than the actual sub class usually carried...I'm wondering where they're fitting those extra 30 people... Then, of course my comp had to BsoD while I was engaging a Nip task force...:damn:

panthercules
01-18-08, 04:05 PM
I started a career in a Porpoise and found that, after crewing up I'm at 80 total onboard (including the CO)...this is about 30 more than the actual sub class usually carried...I'm wondering where they're fitting those extra 30 people


I've noticed this for the early subs myself (I've been using Salmon class for all my patrols/testing so far) - I think the devs included all those extra slots because the Navy tended to increase the number of crewmen carried on these subs as the war progressed (after all, as the war went on they kept adding radars and other equipment that required more men to operate, and more stuff tended to break and needed to be fixed while on patrol under wartime operating conditions, plus they had more men available for service after the war started than they had in the peacetime Navy when the war started). I just always dismiss a few crewmen when I start my career in 1941 (when typical crew size on a salmon was about 55 or so), and then add folks in little by little on subsequent patrols or later career starts to simulate this crew size creep that occurred over time.

I think it's great that the devs built in this expansin capability - too bad they didn't make the historical time frame/progression a little clearer, but then maybe that's what these forums are for :lol:

LukeFF
01-20-08, 11:17 PM
I've noticed this for the early subs myself (I've been using Salmon class for all my patrols/testing so far) - I think the devs included all those extra slots because the Navy tended to increase the number of crewmen carried on these subs as the war progressed (after all, as the war went on they kept adding radars and other equipment that required more men to operate, and more stuff tended to break and needed to be fixed while on patrol under wartime operating conditions, plus they had more men available for service after the war started than they had in the peacetime Navy when the war started).

It doesn't have anything to do with crew sizes increasing but the way the devs modeled the crew slots for damage control and the deck and flack guns. Unlike SH3, where the damage control and gunnery slots could only be filled while at sea, the devs (for some unexplained reason) have allowed the player to fill in those slots from the career management room in SH4. Plug in a real-life crew roster into the any of the SH4 boats (such as I am doing for RFB), and they line up really well with what the devs gave us (and that's without filling the damage control and gunnery slots).

swdw
01-22-08, 10:24 AM
Ok guys, this is interesting. I got my copy of The Naval Institue / Theodore Roscoe's US Submarine Operations in WW2. In it they talk about, and have a couple of pictures of . . .

Sub chasers sinking where the boat surfaced and took it out with a DECK GUN! The book talks about skippers using the deck gun later in the war to sink sub chasers AND mine sweepers to save their torpedoes for the few targets left.

Will do more research into this, but methinks we may need to upgrade the shell strength a bit in RFB.

AVGWarhawk
01-22-08, 11:09 AM
upgrade the shell strength a bit in RFB.

:yep:

CDR Resser
01-26-08, 04:46 PM
upgrade the shell strength a bit in RFB.
:yep:

What he said.:up:

AVGWarhawk
01-26-08, 06:10 PM
upgrade the shell strength a bit in RFB.
:yep:

What he said.:up:

Just a bit!!!

beartooth91
01-27-08, 12:30 PM
Ok...
I'm sure this has been addressed in some thread here before, but, I can't seem to figure out how to do a search for mulitple words on this site.
My question is the ROW and RFB for ROW install order. Its been suggested elseware that ROW is installed first, then RFB. However, RFB overwrites the ROW Sub Reflections and Pitch Roll mod. And I've been doing it that way, but, notice there's a lot of pitch and roll out there ! Is this the correct install order ?
By the way, I tried searching for "RFB sub reflections", but got no results (and that's normally the case when I search here on SubSim). How do you search for multiple words on this site ? Does it accept the normal boolean search terms (ie RFB +sub +reflections).

Thanks
beartooth91

Sailor Steve
01-27-08, 12:47 PM
Ok guys, this is interesting. I got my copy of The Naval Institue / Theodore Roscoe's US Submarine Operations in WW2. In it they talk about, and have a couple of pictures of . . .

Sub chasers sinking where the boat surfaced and took it out with a DECK GUN! The book talks about skippers using the deck gun later in the war to sink sub chasers AND mine sweepers to save their torpedoes for the few targets left.

Will do more research into this, but methinks we may need to upgrade the shell strength a bit in RFB.
Does it say anywhere how many shells it took to sink a given sub-chaser? Five? Twenty? Thirty? Does it say which class of sub-chaser? Displacement?

"I read in a book that they sank one with the deck gun. It's more realistic to have them blow sky-high with every single hit!"

Beery did a huge amount of research when designing that mod, and he's gotten nothing but flak ever since. Go ahead and change whatever you like; but make sure you have ALL your facts straight, and aren't just another gamer looking for an edge.

AVGWarhawk
01-27-08, 01:56 PM
Ok...
I'm sure this has been addressed in some thread here before, but, I can't seem to figure out how to do a search for mulitple words on this site.
My question is the ROW and RFB for ROW install order. Its been suggested elseware that ROW is installed first, then RFB. However, RFB overwrites the ROW Sub Reflections and Pitch Roll mod. And I've been doing it that way, but, notice there's a lot of pitch and roll out there ! Is this the correct install order ?
By the way, I tried searching for "RFB sub reflections", but got no results (and that's normally the case when I search here on SubSim). How do you search for multiple words on this site ? Does it accept the normal boolean search terms (ie RFB +sub +reflections).

Thanks
beartooth91

Lets start here:

http://www.subsim.com/radioroom/showthread.php?t=126875


Now, if you install ROW and then RFB, the only thing that will change is the size of the sun. Halo, glare, reflections will be there from ROW. Now, when JSGME is telling you X file and been changed already by Y file does not necessarly mean it is changing the same exact file. There will several changes within the file but it will not be the same changes that ROW has done as complared to RFB is changing. So, if ROW is installed first and then RFB it will say that ROW has altered these files already. That is ok because ROW did alter them as to how the game is rendered. RFB will change that existing file to how the file will render play.

Anyway, load ROW, RFB and RSRD (if you want) in that order. You will have no issues.

swdw
01-27-08, 06:01 PM
"I read in a book that they sank one with the deck gun. It's more realistic to have them blow sky-high with every single hit!"

Beery did a huge amount of research when designing that mod, and he's gotten nothing but flak ever since. Go ahead and change whatever you like; but make sure you have ALL your facts straight, and aren't just another gamer looking for an edge.
Sometimes expressing a thought on this forum will cause some people to jump to conclusions and assume the worst. Which is why people don't do so very often.

Sigh, there was flak on the reload times when RC2 was released, but the reason for that was because of an abherent behavior on th part of SH4. For some reason, on my system, the reload time is 4 times the reload value in the gun file. As far as I can tell from feedback, no one else see's this with the exact same mods installed. So although I released the mod with observed reload times of 20, 24, and 28 on the 3 guns, everyone else saw 5,6,and 7. If the time multilpier had not happened during testing, the 5 inch gun in RC21 would have taken LONGER to reload than Beery's time and you'll see that on the next release. Which of course we'll get flak for doing.;)

So just don't assume we're trying to make an uber deck gun.

Sailor Steve
01-27-08, 10:17 PM
You're right; I forgot I was addressing the guy actually doing the work. It's just after so many years of seeing "it has to be fixed!"...well, you know.:oops:

CDR Resser
01-27-08, 10:27 PM
upgrade the shell strength a bit in RFB.
:yep:
What he said.:up:
Just a bit!!!
What he said.:up::rotfl::up:

Capt Jack Harkness
01-27-08, 11:55 PM
Not sure if anyone's mentioned this before, but what happened to the emergency surface order? Fleet boats did have emergency surface capability (in fact, some where I saw a pic of one of them pulling a damn-near 60 degree surface!).

Not having e-surface also robs me of a rather fun tactic I used to use on sampans and lightly armed merchants: the Battle Surface (in which I order battle stations then e-surface so that the sub bursts out of the water with gun crews ready for a quick running gun attack). This maneuver was also successfully used by Wahoo during one of her attacks.

AVGWarhawk
01-28-08, 08:20 AM
Not sure if anyone's mentioned this before, but what happened to the emergency surface order? Fleet boats did have emergency surface capability (in fact, some where I saw a pic of one of them pulling a damn-near 60 degree surface!).

Not having e-surface also robs me of a rather fun tactic I used to use on sampans and lightly armed merchants: the Battle Surface (in which I order battle stations then e-surface so that the sub bursts out of the water with gun crews ready for a quick running gun attack). This maneuver was also successfully used by Wahoo during one of her attacks.

I hit the E key and the ballast is blown. If you are already at battle stations, you should be good to go on the suprise surfacing tactic.

swdw
01-28-08, 09:14 AM
We had to remove some of the buttons so they would not be covered when the game was run at 1024X768.

Emergency surface is a infrequently used command, so it was one of the ones removed from the button panel.

swdw
01-28-08, 09:16 AM
Some of the buttons were removed because of them being covered running at lower resolutions.

Emergency surface is a infrequently used command, so it was one of the ones removed from the button panel.

AVGWarhawk
01-28-08, 09:51 AM
upgrade the shell strength a bit in RFB.
:yep:
What he said.:up:
Just a bit!!!
What he said.:up::rotfl::up:

One of the RFB crew(historical information gathering) have found a few instances of using the cannon to sink vessels larger than the sanpan. He has also found how many rounds fired, how many hit home that did the sinking. Looking to a get a decent average on type of round used, how many hits to do the job. Hopefully this new found info will generate a common ground concerning the cannon.

1480
01-29-08, 12:33 PM
Love this mod and thanks for the hard work and time y'all put into this, I have two questions that might be addressed here or if I can be pointed in the right direction:
1. Missing the forward planesman, even during BS.
2. Is weather patterns a hard coded issue? I've been in a storm for 5 days in the assigned patrol area of 113e/9n by 150nm. I've been in nothing but a storm since reaching the Phillipines, dates btn 19DEC41-03JAN42. Since I'm somewhat of a canidate for the short school bus, I'm not comfortable with the manual targeting and when I've fired twice on a lock (little less then 300 yds), because of the heavy fog, I've had both bounce off the hull. I know there needs to be a greater distance for the fish to arm, but this is getting a bit loony! Thanks in advanced :p

Oh yeah I installed RFB/ROW/RSRD as per instructions, had the problem prior to adding other eye candy mods.

AVGWarhawk
01-29-08, 01:29 PM
Love this mod and thanks for the hard work and time y'all put into this, I have two questions that might be addressed here or if I can be pointed in the right direction:
1. Missing the forward planesman, even during BS.
2. Is weather patterns a hard coded issue? I've been in a storm for 5 days in the assigned patrol area of 113e/9n by 150nm. I've been in nothing but a storm since reaching the Phillipines, dates btn 19DEC41-03JAN42. Since I'm somewhat of a canidate for the short school bus, I'm not comfortable with the manual targeting and when I've fired twice on a lock (little less then 300 yds), because of the heavy fog, I've had both bounce off the hull. I know there needs to be a greater distance for the fish to arm, but this is getting a bit loony! Thanks in advanced :p

Oh yeah I installed RFB/ROW/RSRD as per instructions, had the problem prior to adding other eye candy mods.

1. New work includes addition of crew. Not sure why you man is not there in BS. Mine show up/

2. Weather can last for 4-5 days. It is better than SH3 though. Also, if you stop the game during one weather pattern, the clock starts again for that particular weather pattern you just saved in.

450 yards to have the torpedo arm.:up:

It is ok to be on the short bus....just do not lick the windows :rotfl:

1480
01-29-08, 01:57 PM
Love this mod and thanks for the hard work and time y'all put into this, I have two questions that might be addressed here or if I can be pointed in the right direction:
1. Missing the forward planesman, even during BS.
2. Is weather patterns a hard coded issue? I've been in a storm for 5 days in the assigned patrol area of 113e/9n by 150nm. I've been in nothing but a storm since reaching the Phillipines, dates btn 19DEC41-03JAN42. Since I'm somewhat of a canidate for the short school bus, I'm not comfortable with the manual targeting and when I've fired twice on a lock (little less then 300 yds), because of the heavy fog, I've had both bounce off the hull. I know there needs to be a greater distance for the fish to arm, but this is getting a bit loony! Thanks in advanced :p

Oh yeah I installed RFB/ROW/RSRD as per instructions, had the problem prior to adding other eye candy mods.

1. New work includes addition of crew. Not sure why you man is not there in BS. Mine show up/

2. Weather can last for 4-5 days. It is better than SH3 though. Also, if you stop the game during one weather pattern, the clock starts again for that particular weather pattern you just saved in.

450 yards to have the torpedo arm.:up:

It is ok to be on the short bus....just do not lick the windows :rotfl:

Hard to get to the windows when I'm still working on the seats! Thanks for the reply so quickly. Just d/l WS's manual targeting video for physics challenged yanks and I must admit it doesn't seem too difficult. :rock: Thanks much and I'll give y'all a holla with good news. Happy hunting....

swdw
01-31-08, 01:22 PM
AVGWarhawk hsa been after me for a while to do this, so here goes.

While being quiet, the dev team has been busy with implementing new changes and additions to RFB.

There is also a change in philosophy on RFB that seems to be in order. This hsa nothing to do with the pursuit of realism, but rather the place of RFB in the mod installation.

With ROW, RSRD, and other large mods always affecting something in RFB, a different approach is now needed. RFB needs to be built so it is the LAST mod installed. THis allows us to make small tweaks to the other mods when needed that are geared towards realism. We already took this approach with ROW. By doing this, we free up the other modders to pursue their goal without worrying about making their mod compatible with everything else. It will also prevent conflicting files changing the characteristics of the mods. This means more work on our part as we have to merge changes to get the "best of both worlds".

A side effect of this is stripping out some of the pieces of RFB and making them seperate files you can still use. For example, if for some odd reason, you choose not to use RSRD, the RFB campaign mods are still available.

Another example is NSM. In the pursuit of realism, NSM is key to adding another layer, but why duplicate Werner's efforts? Instead, we need to make sure that they work together like a well oiled machine.

We are not in pursuit of making RFB a GWX type mod, but instead, allowing it to work with these other major mods to give a similar result if you choose to use all of them together. We can focus on our strengths while allowing others to focus on theirs.

There's more to this, but this will give you the idea of what is meant by a "change in philosophy".

On to the next item- upcoming changes. These are in addition to the changes incorporated in the current version. I'm doing this off the top of my head. When I can check the list, I'll come back any add anything I forgot.

For the next release, you can expect the following.
These mods will be rolled into RFB

* Ship Centered Accuracy Fix. Cap'n Scurvy
* SteveTRM's sounds
* Updated version of the ROW sounds LukeFF
* Anvart's radar mast mod
* 4 bladed props for the boats that had them
* Hamilton chrono
* Extended evasion mod Peto
* Digital trucker's HUD order change so you can use the RFB HUD or oakgrove's w/o any conflicts.

Evaluating for inclusion

* Various interior fixes by Ducimus/Anvart
* Pitch and Roll by Panthercules

What the dev team has worked on and is working on (Credit will be given to the originators in the release)

* Very realistic crew configuration
* sonar and hydrophone adjustments
* AI sensors adjustments to historical
* tweaks to torpedo file based on additional info provided (Donner has become a heck of a resource for historical info). NSM compatible version provided.
* Decoys available late in war based on historic dates
* More realistic dive rates, submerged descent/ascent rates, turn rates. How realistic these become will be determined by the limits of the game engine.
* Corrected sub depths and speed settings
* Shell tweaks for those not using NSM.
* Green scope lines for day/night attacks
* Deck Gun reload times back to longer times with an optional file for those encountering the 4x multiplier on reload times

provided as optional

* Raymond6751's ship warning mod for those that like to play in real time and do something else while the game is running.
* Hi res scope that gives smaller view port at higher resolutions

Tried to do and shelved- deck gun destabilization. There is some weird hard coding in the relationship between the zoomed and unzoomed views that stopped this. This ate up a LOT of time that would have allowed some additional changes to be made to RFB.

One of the things we'll work on for a future release is reducing the speedboat characteristics of some of the surface ships. The work on the sub dive and turn rates has given insight into how the game uses the different settings and will allow, if not fixing, at least toning down of such operational characteristics.

Once the next RC is out and any corrections made, you may find a surprise coming ;)

AVGWarhawk
01-31-08, 01:38 PM
:rock:

silent killer
01-31-08, 07:47 PM
:D i have sunk doth in v 1.3 with the deck gun, almost lost the sub but a few good shots sunk them both.

DavyJonesFootlocker
02-01-08, 09:00 AM
Awriiight! I've been waiting for this upgrade. And as a show of appreciation I've added you to my last will and testament.:yep: Just in case some blimey IJN destroyer gets me.

fireship4
02-04-08, 02:15 PM
Hullo, I've been using Trigger Maru up to now. I may try RFB again (I cant get all the mods I want to work with TM) but would like to ask....

Is something integrated into the mod to allow enemy air attacks on you sub when submerged? This was integrated into TM a while back.

Is the new recognition manual in there somewhere?

AVGWarhawk
02-04-08, 02:42 PM
Attacked while submerged has not been added yet. There will be a new recognition manual with the next release. Hopefully in a few weeks it will be available. There are some good things coming in the next release.

CDR Resser
02-04-08, 09:52 PM
Have been using RFB for while. I am now trying out TM. I am looking forward to the release of the new edition of RFB.

Respectfully Submitted;
CDR Resser

swdw
02-05-08, 09:50 AM
Hullo, I've been using Trigger Maru up to now. I may try RFB again (I cant get all the mods I want to work with TM) but would like to ask....

Is something integrated into the mod to allow enemy air attacks on you sub when submerged? This was integrated into TM a while back.

Is the new recognition manual in there somewhere?

The air attack mods are part of RSRD, so we haven't added them yet.

New manual is not in the current version, but will be added to the new release

Erik the Black
02-05-08, 05:27 PM
Love RFB. It is excellent and has really made for an enjoyable experience.

I do have one issue though, and I did notice it was part of the mod. Torpedo running depths. Yes, I know it was stated that it's been coded that way, and a possibility exists for this sort of thing to occur based on torpedo type. I think this is wonderful, but that was before my first mission with RFB 1.4.

Half my Mark 14's ran too deep, even after setting depth to 3m. Three attack runs on three separate targets were pretty much blown when my torpedos sailed right under the ships. On one instance, I ran up against a Sea Plane Tender. Thinking the draft of that sucker was deep enough, I left my torpedos on the 5m default. Launched 4 from 6000m. All 4 were dead on, and I watched in horror as all 4 sailed directly under the Tender. I then spent the next hour evading sub chasers, and all for nothing.

I'm all for this modification to torpedo running depths, but there is a possibility to tune it down a little, or have the option to take it out completely? Is that something I can do with an ini modification?

Thanks,
EB

swdw
02-05-08, 06:03 PM
Love RFB. It is excellent and has really made for an enjoyable experience.

I do have one issue though, and I did notice it was part of the mod. Torpedo running depths. Yes, I know it was stated that it's been coded that way, and a possibility exists for this sort of thing to occur based on torpedo type. I think this is wonderful, but that was before my first mission with RFB 1.4.

Half my Mark 14's ran too deep, even after setting depth to 3m. Three attack runs on three separate targets were pretty much blown when my torpedos sailed right under the ships. On one instance, I ran up against a Sea Plane Tender. Thinking the draft of that sucker was deep enough, I left my torpedos on the 5m default. Launched 4 from 6000m. All 4 were dead on, and I watched in horror as all 4 sailed directly under the Tender. I then spent the next hour evading sub chasers, and all for nothing.

I'm all for this modification to torpedo running depths, but there is a possibility to tune it down a little, or have the option to take it out completely? Is that something I can do with an ini modification?

Thanks,
EB
You need to read this:
http://www.ibiblio.org/hyperwar/USN/Admin-Hist/BuOrd/BuOrd-6.html

Since this is a reality mod, the problems are set to be like the real skippers ran into, so no, we won't be toning it down. However, the default depth has been adjusted to the historical value of 10 ft for the upcoming release.

You can always replace the torpdoes_US.sim file with the one from TM if you want less realistic torpedoes, but not arcade versions.

It takes a slightly masochistic person to enjoy the torpedo mod in RFB :damn: :arrgh!: :D

fireship4
02-05-08, 09:01 PM
Im pretty sure the attacked while submerged in TM - maybe its in RSRD aswell i dont know...

AVGWarhawk
02-05-08, 09:12 PM
Thinking the draft of that sucker was deep enough, I left my torpedos on the 5m default. Launched 4 from 6000m. All 4 were dead on, and I watched in horror as all 4 sailed directly under the Tender. I then spent the next hour evading sub chasers, and all for nothing.


And the real captains look in horror as well. The percentage of bad torps in the beginning was dreadfully awful. One such captain who gunned the engines on the USS Wahoo all the way from Japan to Pearl on the surface, that is how angry he was over defective torpedoes. The next release RFB, torps have been worked on with historical % of working correctly and duds. Also, the skippers were told to use the untested magnetic detonators. Most used contact but did not spread that around to the brass for fear of trouble. Most skippers talked amongst themselves concerning using contact only. They could not however correct the depth problem. Later on in the war you will notice a better weapon leaving your tubes:up: I do not recall the submarine that experienced this but out of 24 torps, 8 were good. Some were complete misses but a large quantity were dead on but did not work.

LukeFF
02-05-08, 09:16 PM
Since this is a reality mod, the problems are set to be like the real skippers ran into, so no, we won't be toning it down. However, the default depth has been adjusted to the historical value of 10 ft for the upcoming release.

Everyone can also send their hate mail to me, since I authored this new torpedo mod. :p If you think the Mark 14s were bad before, you haven't seen anything yet.

AVGWarhawk
02-05-08, 09:22 PM
Since this is a reality mod, the problems are set to be like the real skippers ran into, so no, we won't be toning it down. However, the default depth has been adjusted to the historical value of 10 ft for the upcoming release.

Everyone can also send their hate mail to me, since I authored this new torpedo mod. :p If you think the Mark 14s were bad before, you haven't seen anything yet.

Hehe....Luke is right, your frustrated now, wait until you really feel how the captains did going head to head with inferior torps:stare: . Again, this is from historical data so keep the hate mail to Luke as nice as possible;)

Really men, RFB is coming along just nicely:yep: . I fooled with some new files tonight that are great:rock:

Donner
02-05-08, 09:28 PM
Everyone can also send their hate mail to me, since I authored this new torpedo mod. :p If you think the Mark 14s were bad before, you haven't seen anything yet.

This is so true!! :huh: Attack after attack...and I have no "bags" yet. :damn:

This is torpedo mod is FUN!! Seriously!! :D :yep: :rock:

LukeFF
02-05-08, 09:38 PM
This is torpedo mod is FUN!! Seriously!! :D :yep: :rock:

Glad someone out there likes it! :D

For those who are wondering what changes are coming, here they are:

-Mark 14/23:

Torpedoes will run anywhere from 8-15 feet below set depth, each and every time, up until August 1942.
Dud failures with a chance as high as 70 percent up to the end of September 1943. This is also the time when the magnetic detonator will become disabled.-Mark 10:

Torpedoes will run 4 feet deeper than set depth for the entire war.-Mark 27:

100 yard-run before the torpedo will start to search out a target.Edit: Had Mark 14 instead of Mark 10 as running 4 feet deeper for duration.--Donner

AVGWarhawk
02-05-08, 09:49 PM
Hehe....welcome to how it really was. :o

Wilcke
02-05-08, 10:08 PM
Love RFB. It is excellent and has really made for an enjoyable experience.

I do have one issue though, and I did notice it was part of the mod. Torpedo running depths. Yes, I know it was stated that it's been coded that way, and a possibility exists for this sort of thing to occur based on torpedo type. I think this is wonderful, but that was before my first mission with RFB 1.4.

Half my Mark 14's ran too deep, even after setting depth to 3m. Three attack runs on three separate targets were pretty much blown when my torpedos sailed right under the ships. On one instance, I ran up against a Sea Plane Tender. Thinking the draft of that sucker was deep enough, I left my torpedos on the 5m default. Launched 4 from 6000m. All 4 were dead on, and I watched in horror as all 4 sailed directly under the Tender. I then spent the next hour evading sub chasers, and all for nothing.

I'm all for this modification to torpedo running depths, but there is a possibility to tune it down a little, or have the option to take it out completely? Is that something I can do with an ini modification?

Thanks,
EB
You need to read this:
http://www.ibiblio.org/hyperwar/USN/Admin-Hist/BuOrd/BuOrd-6.html

Since this is a reality mod, the problems are set to be like the real skippers ran into, so no, we won't be toning it down. However, the default depth has been adjusted to the historical value of 10 ft for the upcoming release.

You can always replace the torpdoes_US.sim file with the one from TM if you want less realistic torpedoes, but not arcade versions.

It takes a slightly masochistic person to enjoy the torpedo mod in RFB :damn: :arrgh!: :D

Oh, yes make it hurt! So good...in fact if you are following orders you should be setting the running depth per the manual plus 10-15 feet below the keel for the magnetic influence.

Hey, 1943 isn't that far off .... is it!:sunny: It's all good!

swdw
02-06-08, 12:46 AM
We'd like to welcome our newest member, Gremlin, who transfered over from the Bureau of Ordnance's bomb testing division.
http://www.kickinbak.com/posts/gremlin.jpg

He seems to know what he's doing, so we've let him handle the Mark 14 development project :D

Sailor Steve
02-06-08, 01:11 AM
I've been wishing the SH3 torpedoes had the historic failure rates and problems. Now I see this...

I think I'm in love.

AVGWarhawk
02-06-08, 08:33 AM
We'd like to welcome our newest member who transfered over from the Bureau of Ordnance's bomb testing division.
http://www.kickinbak.com/posts/gremlin.jpg

He seems to know what he's doing, so we've let him handle the Mark 14 development project :D




:rotfl::rotfl:

fireship4
02-08-08, 12:22 PM
So were magnetic detonators removed then in 1943?

BTW will this be compatible with NSM? It has special requirements for the magnetic influence range...

AkbarGulag
02-09-08, 09:16 PM
I'm runing out of places to ask, but here goes. Does anyone in the RFB team, understand how the Airstrike.cfg allows the "Night Modifier" to determine when "Night" actually is? Clearly the game has the ablilty to pull the clock (or something as basic as a day/night changeover 1/0 or 0/1) time to determine when this line is active.

I guess the answer is in the 'Airstrike.cfg' file somwhere.... (but maybe or more likely, the resource is initiated somehwere else, then the airstrike.cfg is called into action with the information already in play)

Any ideas here?

swdw
02-10-08, 03:10 AM
We haven't looked into the airstrikes yet. Your best resource would be tater and anyone that wrote an old mod dealing with airstrikes.

CDR Resser
02-10-08, 10:52 PM
Without sounding like an impatient kid waiting for Christmas, would it be possible to inquire about the release date for the newest version of RFB. I read all the stuff on the thread about all the new features, and I almost can't wait to try it.

Respectfully Submitted;
CDR Resser

LukeFF
02-11-08, 12:23 AM
So were magnetic detonators removed then in 1943?

BTW will this be compatible with NSM? It has special requirements for the magnetic influence range...

1. Yes, they were. The order was given on July 24, 1943 by SubPac to deactivate the magnetic exploders from the Mark 14s. However, in Australia, the magnetic exploder (officially) remained in use until the spring of 1944, because their commander, Admiral Christie, had been a key player in the exploder's development and was very slow to let it go. In RFB it will "deactivate" at the end of September 1943, due to the way the file is configured (and since it was still partially in use).

2. Yes, it will be compatible with NSM.

swdw
02-11-08, 08:46 AM
Without sounding like an impatient kid waiting for Christmas, would it be possible to inquire about the release date for the newest version of RFB. I read all the stuff on the thread about all the new features, and I almost can't wait to try it.

Respectfully Submitted;
CDR Resser
Working on it- the sub draft and dive rate mod took more time than expected. LukeFF had some changes he was working on that needed to be completed first, Cap'n Scurvy had an update for his SCAF that needed to be rolled in.

Ducimus is providing me with a tugboat he did that stops the CTD's caused by the current model (totally new nodel, not a clone).

Of course we have to draw a line and say anything after this point goes into the next release, but these changes were some key changes that we had targeted for the next release.

Please be patient, target date is a couple of weeks, but real life can interfere at times.

Schultzy
02-11-08, 07:06 PM
Please be patient, target date is a couple of weeks, but real life can interfere at times.

I'm just glad you guys are doing this at all. I'm looking forward to the next release and a couple of weeks sounds good to me, i've got a patrol to finish!

Thanks for all the hard work, it's appreciated! :up:

CDR Resser
02-12-08, 10:53 PM
Thank you for all your hard work on this. I look forward to the next release. I'm very grateful that you are continuing to work on this package.
Please don't mistake anticipation of the next step for impatience.

Respectfully Submtted;
CDR Resser

399nkov
02-13-08, 05:20 AM
I'm looking forward to this release also.

Thanks, Team RFB :)

LukeFF
02-13-08, 05:23 AM
You guys will like what we've done for this next release, and there will be more to come after that. I personally have several projects that I'm working on for the mod that will carry on past this next release.

AVGWarhawk
02-13-08, 08:47 AM
Yep, good stuff coming. Got a taste with Swdw sub draft mod:up:

CDR Resser
02-13-08, 09:54 PM
You guys will like what we've done for this next release, and there will be more to come after that. I personally have several projects that I'm working on for the mod that will carry on past this next release.

So, can you give us a hint. I've seen the mod altering submarine "ride height". These seem to be the most accurate representations of the subs that I have seen.
Can't hardly wait.

Respectfully Submitted;
CDR Resser

LukeFF
02-14-08, 01:29 AM
So, can you give us a hint. I've seen the mod altering submarine "ride height". These seem to be the most accurate representations of the subs that I have seen.
Radar, visual, and hydrophone sensors adjusted
All-new and overhauled crew rosters
Changes to audio files
Submarine and crew member damage adjusted
More realistic torpedo performanceOther stuff is being worked on and may or may not make it into the next release.

CDR Resser
02-14-08, 08:06 PM
So, can you give us a hint. I've seen the mod altering submarine "ride height". These seem to be the most accurate representations of the subs that I have seen.
Radar, visual, and hydrophone sensors adjusted
All-new and overhauled crew rosters
Changes to audio files
Submarine and crew member damage adjusted
More realistic torpedo performanceOther stuff is being worked on and may or may not make it into the next release.

Thanks !!!!!:D I have been trying out TM for several weeks now. While it is an enjoyable mod, I am really anxious to try out the new RFB. Thanks for all your hard work here.

Respectfully Submitted;
CDR Resser

AVGWarhawk
02-14-08, 08:20 PM
Other stuff is being worked on and may or may not make it into the next release.


I have faith it will make it:rock:

LukeFF
02-15-08, 01:05 AM
I have faith it will make it:rock:

Just being cautious, y'know. ;)

nimitstexan
02-17-08, 02:23 AM
Is this mod compatible with NSM?

LukeFF
02-17-08, 06:09 AM
Is this mod compatible with NSM?

Yes

V.C. Sniper
02-18-08, 03:45 PM
Suggestion - More realistic torpedo wake. The current one looks cheap and seems like it was created by a periscope going @ 30+ knots, rather than streams of bubbles from the torpedo coming to the surface. Also what annoys me is how the torpedo wake seems to magically and suddenly vanish when it impacts a ship, maybe make it so that the torpedo wake will stay up for a while after the torpedo detonated and then slowly fade away?

LukeFF
02-19-08, 02:59 AM
Suggestion - More realistic torpedo wake. The current one looks cheap and seems like it was created by a periscope going @ 30+ knots, rather than streams of bubbles from the torpedo coming to the surface. Also what annoys me is how the torpedo wake seems to magically and suddenly vanish when it impacts a ship, maybe make it so that the torpedo wake will stay up for a while after the torpedo detonated and then slowly fade away?

Kriller is working on that.

Wilcke
02-19-08, 10:53 AM
Suggestion - More realistic torpedo wake. The current one looks cheap and seems like it was created by a periscope going @ 30+ knots, rather than streams of bubbles from the torpedo coming to the surface. Also what annoys me is how the torpedo wake seems to magically and suddenly vanish when it impacts a ship, maybe make it so that the torpedo wake will stay up for a while after the torpedo detonated and then slowly fade away?

Kriller is working on that.

Its going to be a pretty tall order to make the torpedo wake look like a trail of bubbles. Kriller has his hands full with PE. You never know.

Triad773
02-19-08, 06:45 PM
Question: (not sure if this is the place to ask or not - Mod please advise where this is moved to if moved) say someone has made it through Sub School, is looking for more historical accuracy. Does it make sense to try a Career with the Stock install first, or dive into TM?

Thanks in advance

Triad

LukeFF
02-19-08, 09:50 PM
The most important new feature of the next RFB release:

http://img.photobucket.com/albums/v258/LukeFF/SH4/SH4Img2008-02-19_173325_953.jpg

Triad773
02-19-08, 10:13 PM
Hey Luke- that looks pretty cool- I'd posted this or some thing similar on the Ubi forums and got zero responses. I am interested in history as it happened. Would it make more sense to try TM first or a stock patrol/career?


Thanks in advance- Thomas

rodan54
02-20-08, 02:06 AM
Nice job on the ice cream machine, wonder what flavors we'll get. :p

On a more serious note does it actually serve a practical purpose? Say, for example, providing a small boost of sorts to the crews moral, which would decrease if it were to become damaged.

399nkov
02-20-08, 05:14 AM
Hey Luke- that looks pretty cool- I'd posted this or some thing similar on the Ubi forums and got zero responses. I am interested in history as it happened. Would it make more sense to try TM first or a stock patrol/career?


Thanks in advance- Thomas

You may want to try the stock version first. Then, when you start using the mods from this sub community, you will be able to appreciate them and really see the difference.

Sailor Steve
02-20-08, 05:58 AM
Nice job on the ice cream machine, wonder what flavors we'll get. :p
Whatever the guy running it can scrounge up. But if the captain's strawberries go missing...hide!

LukeFF
02-20-08, 07:40 AM
On a more serious note does it actually serve a practical purpose? Say, for example, providing a small boost of sorts to the crews moral, which would decrease if it were to become damaged.

I don't think it does. It was probably one of those things that was put in as kind of a joke by the devs. :o

capt_frank
02-21-08, 12:42 PM
I loaded up RFB yesterday for the first time in ages and was amazed at how many shots I was missing. I just couldn't believe it, and EASY shots too!

So I jumped in the external cam and watched the torp track as it sped towards an unsuspecting prey...

Track looked great until I watched the torp speed past under the keel, then another, then another...

Out of six shots, I must have had four deep runners...

Oh, and let's not forget the duds...

Thanks for the dead-on realsim! :up: :up:

AVGWarhawk
02-21-08, 01:16 PM
I loaded up RFB yesterday for the first time in ages and was amazed at how many shots I was missing. I just couldn't believe it, and EASY shots too!

So I jumped in the external cam and watched the torp track as it sped towards an unsuspecting prey...

Track looked great until I watched the torp speed past under the keel, then another, then another...

Out of six shots, I must have had four deep runners...

Oh, and let's not forget the duds...

Thanks for the dead-on realsim! :up: :up:


Hehe...more to come:D

LukeFF
02-21-08, 09:06 PM
Hehe...more to come:D

Oh yes there is. :D I predict massive frustration and gnashing of teeth after the next release of RFB in regards to the Mark 14s.