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LukeFF
03-27-10, 12:58 AM
also, I couldn't get any AA guns on the boat. radars weren't showing anything so on, are those going to be tweaked too?

Everything is going to be tweaked so that it works like it should.

TH0R
03-27-10, 03:14 AM
Just one question - will we have to donate for the Narwhal RFB patch in order to get it?

LukeFF
03-27-10, 03:25 AM
Just one question - will we have to donate for the Narwhal RFB patch in order to get it?

No, it'll be a part of the regular RFB patch.

Hitman
03-27-10, 03:27 AM
Just one question - will we have to donate for the Narwhal RFB patch in order to get it?

I don't think so. You donate to subsim.com in order to get the Narwhal, and then you simply apply the opitional patch that allows that model to be used with RFB. If you don't have the Narwhal, you just don't use that specific patch and instead go along with RFB's stock Narwhal (The one created by Ducimus long ago)

Come to think of it, we could consider making the new deck guns separately available to be included always with RFB, TM and RSRD in the old Narwhal, and thus make it unnecessary to have specific compatibility patches. If you have subsim's Narwhal, you would simply overwrite the existing 3D model in the game, and that's all :hmmm:

Strife
03-27-10, 09:40 PM
Hi! I'm new to Subsim, not to SH (played since SHII)

First of all... great mod :up:

But i have some issues and questions:

JSGME:
RFB 2
RFB 2 patch 6Mar2010
RSRDC RFB v575
RSRDC v5.xx Patch1
Hydrophone Lines for RFB 2.0
3000y Bearing Plotter
TMOPlot Final
Sub Watch Sensors + Scene 1.0

Campaign: May '42


1. Deaf sonarman
It's driving me crazy! Doesn't report contacts over 3000y range and even sometimes below. Tryed at perisicope depth and even deeper. In every weather condition. During patrols manning every time the sonar is... :wah:. He could at least say "Captain... hum... I pulled the lever and... hem... when the small arrow is between 200 and 210 a green light turns on" :D My compartiment efficency (horizontal green bar) is full end every watch is almost 100% (80%-90%)

2. Air Radar
I've installed the SD Air Search radar. Radarman reports contacts, but the commands Stop, Normal Sweep, Single Sweep are grey (not usable) even if my antenna is full rised and i'm surfaced (clear weather). In the radar station I can't turn the radar on (tryed both red and green one even if i think it's the red one :DL)

3. Special Skill and Ratings
3 crew members today have gained a special skill(Machinist in engine room >> Sonarman, Machinist in control room >> Radarman and a Sonarman in the cunning tower >> Watchman:o). Does they spawn random on crew?
I haven't seen the rating Lookout ( I think is the rating, the blue symbol, "stock" yellow specialization) as stated in the manual of RFB 1.52. It's not implemented in the mod or I'm unlucky?
Reading the manual and game experience I see that i can't "spacialize" (blue symbol) a crew member. It's correct?

Sorry if I missed some already answered question (SearchedInThisForum/Thread alot btw :DL)

Thanks again for the mod and for every answer you would give me.

LukeFF
03-28-10, 12:20 AM
No, it'll be a part of the regular RFB patch.

Correction: the RFB version of the Narwhal will be a separate download for donation, as the "regular" version of the Narwhal is right now.

LukeFF
03-28-10, 12:25 AM
1. Deaf sonarman
It's driving me crazy! Doesn't report contacts over 3000y range and even sometimes below. Tryed at perisicope depth and even deeper. In every weather condition. During patrols manning every time the sonar is... :wah:. He could at least say "Captain... hum... I pulled the lever and... hem... when the small arrow is between 200 and 210 a green light turns on" :D My compartiment efficency (horizontal green bar) is full end every watch is almost 100% (80%-90%)

Problems with the sonarman should be fixed in the next patch.

2. Air Radar
I've installed the SD Air Search radar. Radarman reports contacts, but the commands Stop, Normal Sweep, Single Sweep are grey (not usable) even if my antenna is full rised and i'm surfaced (clear weather). In the radar station I can't turn the radar on (tryed both red and green one even if i think it's the red one :DL)

SD radar is for aircraft contacts and is controlled by the AI only. The radar stations you are trying to man are for the SJ radar.

3. Special Skill and Ratings
3 crew members today have gained a special skill(Machinist in engine room >> Sonarman, Machinist in control room >> Radarman and a Sonarman in the cunning tower >> Watchman:o). Does they spawn random on crew?
I haven't seen the rating Lookout ( I think is the rating, the blue symbol, "stock" yellow specialization) as stated in the manual of RFB 1.52. It's not implemented in the mod or I'm unlucky?

Yeah, special skills aren't implemented very well in the game. They indeed can be gained by any crewman regardless of his ability. Hence why radar and sonar operators can suddenly gain the Watchman ability. I'm thinking about pulling out all the special skills for this next patch.

Jten
03-28-10, 01:31 AM
Yeah, special skills aren't implemented very well in the game. They indeed can be gained by any crewman regardless of his ability. Hence why radar and sonar operators can suddenly gain the Watchman ability. I'm thinking about pulling out all the special skills for this next patch.

Didn't most enlisted ranks (till you made PO3) in WW2 'Strike' for rate? You reported aboard and found out what divisions need personnel or if a position came open you could 'strike' for it? Tired of shoving torps in a tube? Hear there's an cushy sonar spot open?

Since the game does not require you to rotate crews (ideally between patrols the Navy wanted to rotate out up to 1/3 of the crew to new boats) I ditch the surplus special skills and fill with new crewmen. I also only allow 1 LT. on board (for XO) at a time (I ditch them, assuming them to be off to be XO on new boats) and pick up new Ensigns to replace them.

Could it be that , as per the 'Special Abilities' UPC file that:
[SpecialAbility 8]
ID=Ability-Expert-Sonarman
NameDisplayable=Ability-Expert-Sonarman-Name
Description=Ability-Expert-Sonarman-Description
AbilityType=SonarRange
AbilityValue= 15
AbylityActsIn= SensorsRoom
SkillRequiredLeadership= 0
SkillRequiredMechanical= 0.5
SkillRequiredElectrics= 0.7
SkillRequiredGuns= 0
SkillRequiredWatchman= 0

[SpecialAbility 9]
ID=Ability-Expert-Radarman
NameDisplayable=Ability-Expert-Radarman-Name
Description=Ability-Expert-Radarman-Description
AbilityType=RadarRange
AbilityValue= 15
AbylityActsIn= SensorsRoom
SkillRequiredLeadership= 0
SkillRequiredMechanical= 0.5
SkillRequiredElectrics= 0.7
SkillRequiredGuns= 0
SkillRequiredWatchman= 0

Sonar and Radar expert have a 0.5 threshold (which is pretty low compared to the other expert skills and that mechanical and Electrical are the two skills that gain experience in more compartments and positions than the others?

Expert Engines needs:
[SpecialAbility 6]
ID=Ability-Engines-Expert
NameDisplayable=Ability-Engines-Expert-Name
Description=Ability-Engines-Expert-Description
AbilityType= DiveSpeed
AbilityValue= 10
AbylityActsIn= CommandRoom
SkillRequiredLeadership= 0
SkillRequiredMechanical= 0.7
SkillRequiredElectrics= 0
SkillRequiredGuns= 0
SkillRequiredWatchman= 0

But once a crewman has over 0.5 mechanical as soon as they hit 0.7 in Electrical they pick up Sonar or Radar expert. Only if they reach 0.7 in Mechanical and are under 0.7 in Electrical would they get Expert engines and alot of the crew spots seem to advance Elec/Mech at the same time.

Note: Medic and Theoretician were the lowest with all zeros in the required skills lines but I think current RFB does not use them.

LukeFF
03-28-10, 01:48 AM
Didn't most enlisted ranks (till you made PO3) in WW2 'Strike' for rate? You reported aboard and found out what divisions need personnel or if a position came open you could 'strike' for it? Tired of shoving torps in a tube? Hear there's an cushy sonar spot open?

For the most part, yes. On WWII subs, Seamen were detailed typically as lookouts, helmsmen, ammunition passers, and torpedo loaders. Firemen were also junior enlisted ranks, but they were striking for a engineering rating, such as Machinist's Mate or Motor Machinist's Mate. As such they would be in the diesel compartments or in the control room (at the trim manifold or xmas tree).

Strife
03-28-10, 08:50 AM
Thanks LukeFF :DL

Looking forward to the release date :up:

And what about the Lookout rating? Is it implemented? I haven't seen a single one yet? (If is not, I could "grow up" my crew differently maybe :hmmm:)

Hitman
03-28-10, 10:19 AM
Correction: the RFB version of the Narwhal will be a separate download for donation, as the "regular" version of the Narwhal is right now.

Hum yes, but a free patch without the Narwhal itself should be available to allow people who download it from subsim to play with RFB. I mean, the RFB compatibility files should be available freely while not containing the Narwhal themselves. As long as you leave out the special hull and conning tower DAT files, the submarine will not work without subsim's download.:smug:

keltos01
03-28-10, 10:46 AM
I concur

a compatibility patch for the existing donation Narwhal is enough, then people who have it can d/l the patch if they wanna play RFB

Ducimus is doing the same for the TMO

Vickers03 has offered his interior Salmon for the mod as well


keltos

TH0R
03-28-10, 05:44 PM
OK, here is version 1.0 of the revised sensors and environment for RFB. I sent it also to Luke for including in the next patch, but I make it available here directly so you guy don't have to wait and start putting pressure on Luke :haha:

Drop into JGSME and enable. AND READ THE README!!!!

Link: http://www.mediafire.com/?10kwm3zcm2e

Ok, this is me testing the latest version, v1.0.

Monitor: Samsung 19" LCD, 971P.

In game graphic / gamma settings:

http://img42.imageshack.us/img42/3967/graphicgammasettings.th.jpg (http://img42.imageshack.us/i/graphicgammasettings.jpg/)



MISSION no.1, USS Archer-Fish (SS-311) - sink the Shinano:
- background movie is from TMO, I got bored of the stock one

http://img706.imageshack.us/img706/5739/11ussarcherfishss311.th.jpg (http://img706.imageshack.us/i/11ussarcherfishss311.jpg/)

Shinano visible + range on map:

http://img266.imageshack.us/img266/5909/12shinanovisible.th.jpg (http://img266.imageshack.us/i/12shinanovisible.jpg/) http://img10.imageshack.us/img10/5976/13shinanovisiblerange.th.jpg (http://img10.imageshack.us/i/13shinanovisiblerange.jpg/)

Nearest DD spotted by crew + range on the map + binoculars view:

http://img229.imageshack.us/img229/884/14warshipspottednearest.th.jpg (http://img229.imageshack.us/i/14warshipspottednearest.jpg/) http://img204.imageshack.us/img204/6285/15warshipspottednearest.th.jpg (http://img204.imageshack.us/i/15warshipspottednearest.jpg/) http://img169.imageshack.us/img169/4307/16warshipspottednearest.th.jpg (http://img169.imageshack.us/i/16warshipspottednearest.jpg/)


MISSION no.2, USS Spadeish (SS-411) - large convoy:
- again, background movie is from TMO, I got bored of the stock one

http://img710.imageshack.us/img710/5460/21ussspadefishss411.th.jpg (http://img710.imageshack.us/i/21ussspadefishss411.jpg/)

First contacts visible as little specks (escorts), two of them + range on the map:

http://img229.imageshack.us/img229/4757/22firstcontactsvisiblee.th.jpg (http://img229.imageshack.us/i/22firstcontactsvisiblee.jpg/) http://img35.imageshack.us/img35/1228/23firstcontactsvisiblee.th.jpg (http://img35.imageshack.us/i/23firstcontactsvisiblee.jpg/)

First contacts spotted by crew + range on map + binoculars view:

http://img710.imageshack.us/img710/4108/24firstcontactsspottede.th.jpg (http://img710.imageshack.us/i/24firstcontactsspottede.jpg/) http://img691.imageshack.us/img691/2752/25firstcontactsspottede.th.jpg (http://img691.imageshack.us/i/25firstcontactsspottede.jpg/) http://img708.imageshack.us/img708/1707/26firstcontactsspottede.th.jpg (http://img708.imageshack.us/i/26firstcontactsspottede.jpg/)


Ok, now readme says:

Clear/cloudy night:

-Excellent visibility (No fog): Crew will spot ships up to 8-9000 metres
-Good visibility (Light fog): Crew will spot ships up to 8-9000 metres

Overcast night:

-Excellent visibility (No fog): Crew will spot ships up to 8000 metres
-Good visibility (Light fog): Crew will spot ships up to 8000 metres
-Medium visibility (Medium fog): Crew will spot ships up to 5000 metres
-Bad visibility (Heavy fog): Crew will spot ships up to 1000 metres


Right now I am not seeing what my crew sees. I've tried toning down my gamma settings but the night is just too dark, and it is too big strain for my eyes.

From these single missions, it seems that crew spots ships at ranges
MISSION no.1 ~4850 yards = ~4435m (partly cloudy, excellent visibility, 3m/s wind)
MISSION no.2 ~6000 yards = ~5485m (partly cloudy, excellent visibility, 5m/s wind)
=> well below 8000m as stated in the readme.


MODS used during testing:

RFB 2.0
RFB Patch 27thMarch2010 (beta, with included sensors and enviroment mod v1.0)
WDM 17Jan09
RSRDC v575
RSRDC v5xx Patch1
RSRDC AircraftSoundFix

RFB Team
03-28-10, 08:58 PM
All,

The link to the main RFB file will be down for a little while. We're uploading a new file to the server that replaces the RAR file with a smaller 7z file. Nothing has changed with the mod.

OlegM
03-28-10, 10:40 PM
All,

The link to the main RFB file will be down for a little while. We're uploading a new file to the server that replaces the RAR file with a smaller 7z file. Nothing has changed with the mod.

Is this a new version we've all been waiting for or just the old version in new format?

Many thanks.

LukeFF
03-29-10, 01:02 AM
And what about the Lookout rating? Is it implemented? I haven't seen a single one yet? (If is not, I could "grow up" my crew differently maybe :hmmm:)

I've removed the Lookout rating from the mod, as it wasn't a real rating. Quartermaster is the rating you want for your petty officers on the bridge (it's explained in more detail in the first post (item #18)).

LukeFF
03-29-10, 01:04 AM
Is this a new version we've all been waiting for or just the old version in new format?

Just the old version in a new format. I had to use the RAR file compression before, because there was a bug with the 7z file compression. Now that the bug has been fixed, I was able to re-upload the file in the 7z format, which has a lot smaller file size than RAR.

Hitman
03-29-10, 06:55 AM
Ok, this is me testing the latest version, v1.0.

Monitor: Samsung 19" LCD, 971P.

Thanks for the feedback Thor, much appreciated :up:

The response of visual sensor is also dependant on the rating of the crew. The tests I did were based on an elite one, so as to be sure that a higher rating would not distort them.

TH0R
03-29-10, 10:12 AM
Thanks for the feedback Thor, much appreciated :up:

The response of visual sensor is also dependant on the rating of the crew. The tests I did were based on an elite one, so as to be sure that a higher rating would not distort them.

Wow! That huge difference between rookie and elite? Can maybe something be done about this?

It would be cool if the difference was down to 1000-1500m, but 4000-5000m? It feels like having one-eyed watch crew from SH5. :D

In any case, I highly recommend that you add this to the read me, if it is not already in (not at home co I can't check). "Tested on elite crew"

Hitman
03-29-10, 10:29 AM
No, no that huge. A sighting at 7000+ metres at dark nights is something quite rare, even with elite crew. Normally they will be around 5-6000 at most.

Besides, the game seems to work differently in campaign mode. Probably the result of crewrating influencing in their abilities, and also the size of the spotted ships seems to matter (Surface factor) but may be something else, don't know. In general, single missions purpose built for testing do -strangely- not always provide the results you would expect.

I tried to make crew be more blind than eagle eyed at night, because I myself like to play with a dark monitor, and in general LCD ones are dark.

TH0R
03-29-10, 11:44 AM
Hmm, well I would advise that you specify what should be the average ranges on which crew spots ships in the readme. After reading it, I expected sightings at around 8000m.

I like to play on medium dark gamma settings as my eyes get tired quickly. Especially if I am in the middle of night engagement and its day time / I have an open window in my room. Often I have to increase my gamma settings to be able to see anything.

Conclusion, yes, my LCD monitor is dark. And thus requires me to tune up gamma settings.

My personal choice would be something in the middle - between blind and eagle eyed crew. First two betas worked great for me.


I will continue testing this in campaign mode and report back. 5th patrol awaits.

flymar
03-30-10, 06:25 AM
How is the job going with the 'curing of' sonarman? Cheers.

TH0R
03-30-10, 10:51 AM
How is the job going with the 'curing of' sonarman? Cheers.


Been testing it in the beta patch, but very little. After I test some more I will report back. So far from the quick peek it seems to be an impovement but for a definite reply I will need to test in in campaign mode.

Hitman
03-30-10, 01:28 PM
My personal choice would be something in the middle - between blind and eagle eyed crew. First two betas worked great for me.


It's easy enough to revert to the values used in the earlier BETA. Just open sensors.cfg (Silent HUnter 4/Data/Cfg) and change it according to the note I added:

; NYGM Submarine Visual Sensor v1.1.3 for Environment 5.0
; Visual Sensor settings revised by Hitman, March 2010

;Submarine player sensors detection parameters

[SensorParameters]

;Visual.
Visual range factor=2 ;[>=0]
Visual fog factor=1 ;[>=0]
Visual light factor=2.1 ;[>=0] Current 2.1 is appropiate for dark screens. If you find crew too blind, change it to 1.5
Visual waves factor=1 ;[>=0]
Visual speed factor=0 ;[>=0]
Visual aspect=0.5 ;[>=0]
Visual enemy speed=0.2 ;[>=0]
Visual noise factor=0 ;[>=0]
Visual sensor height factor=4 ;[>=0]
Visual already tracking modifier=600 ;[detection probability modifier], most accurate, once a contact is detected it will lose it very hard
Visual decay time=180 ;[>0] 250 already tracking bonus decay, in seconds
Visual uses crew efficiency=true ;[true or true]

The first Beta patch (Which almost didn't touch the original settings) was at 0.03 IIRC. But I find it too irrealistic, crew spotted things that you never could. IMHO anything less than "1" gives totally unacceptable results.

TH0R
03-31-10, 02:54 PM
Thanks for this mate. :up: I will save it for later use if I can't see things at night. So far I will stick with your settings.

Luke forgot to add hydrophone settings to the latest beta, and now that I have applied the fix (totally new set of values in sensors.cfg), my crew spotted ships at 6800 yards in USS Spadefish (SS-411) mission that I posted screens from above. I don't know if these things are related, but it just happens it turned out this way, my crew spotting things 1000-1500 yards further away.

With these new settings hydrophone works as advertised, at least in single missions. In the same single mission, crew started hearing the nearest warships at ~6000 yards. This is late '44.


I am off to test these sensors in campaign mode, finally - haven't had the time to fire up SH4 for 2 days.

BillBam
03-31-10, 03:18 PM
Just wondering what the process was for getting our tail back on our subs map icon. Below is the process for TMO but I tried this and it did not work with RFB.

Disable TMO, and delete the following two files:
\Data\Menu\gui\ContLine.dds
\Data\Menu\gui\DashLine.dds

EDIT: Just played a quickie single mission and realized that the enemy icon does now have the tail, but still none on the sub icon.

TH0R
03-31-10, 05:06 PM
Half through 5th patrol and sighted only one ship! Darn you RSRDC! :D

Anyway, as for hydrophone testing, the only ship I was able to stumble upon was Small Old Split Merchant, some 2800t. It was doing 9kts and by hydrophone operator heard him at aprox. 4500~5000 yards. I think I have JPC-1 installed on my boat (IRC says max range 10000 yards).

Weather was calm, 0-1 m/s winds.

I will continue tomorrow, too tired to even think about SH4 atmo.

Morpheus
04-01-10, 12:12 PM
Hi there

I just starte a new career in RFB2.0 with the SS Gar (Dec41) and was somewhat astonished about the crewset. Why do the crew of the command room have machinist skills, i'm used to let them have the "command" skill. The command skill is named "quartermaster" in RFB, does it do the same thing? Why do i have the guys with "gunnery" skills in my aft torpedo room, and why do i have the highest ranked officer lost somewhere on the right side of the control room roster? Therefore i don't have an officer in the machine room. Lots of questions...

... maby someone can give me some light into the dark.

If the deckgun crew and the anti aircraft crew is made of other crew members already stationed else where, what would i need the hogans alley for. Ok, i can hire some additional crewmen for that purpose, which is what i'm going to do.

http://i625.photobucket.com/albums/tt335/themorpheus2000/RFBCrew.jpg

thanks
morph

ShadowWolf Kell
04-01-10, 01:49 PM
I have a small issue with RFB in it's current form.

Actually it's not so much RFB. Rather it's the uniform textures imported from RUIM. For some reason the hi-res textures cause my system to CTD.

I had to remove them while playing OM (though the standard textures work fine.) I'm not sure why this happens aside from the fact that they're compressed with DXT3 rather than DXT5.

Anyway is there a set of uniforms I can get to replace the hi-res ones for RFB? I really liked the mod but had to put it aside for awhile since every time I tried to go to the bridge in my Gato, I'd CTD. Didn't have any issues in my Sargo, which was odd.

Jten
04-01-10, 04:15 PM
Hi there

I just starte a new career in RFB2.0 with the SS Gar (Dec41) and was somewhat astonished about the crewset. Why do the crew of the command room have machinist skills, i'm used to let them have the "command" skill. The command skill is named "quartermaster" in RFB, does it do the same thing? Why do i have the guys with "gunnery" skills in my aft torpedo room, and why do i have the highest ranked officer lost somewhere on the right side of the control room roster? Therefore i don't have an officer in the machine room. Lots of questions...

thanks
morph

As I understand it...
The only personnel on a sub that are truly 'Command' are the Officers and Chief Petty Officers. Most of the Control Room personnel controlling the engines and trim controls are actually in the Machinist (Engineer) ratings because that's who controls engines and trim machinery. The Gunnery Rating among the Torpedo mates is a little due to the game mechanics and helps to reflect that the boat's weapons were under the control of 'ordnance' and both torpedo rooms and surface weapons were primarily manned by them. Consider them to be Torpedo mates with extra deck weapons training. The highest ranking officer is actually YOU the player (Lt. Cmdr or Cmdr) the LT. (who would be the XO)is there because that spot places him at the Navigation map during his watch. XO was commonly the 1st Navigator, and the other Officers would be assigned as either Supply, Deck, Engineer, Communications, Weapons or Radar/Sonar Officers but had SCPOs or CPOs to manage the division. The engine room was usually overseen by a chief or senior PO1 on a constant basis. The Officer's Division assignment were secondary to their GQ duties. They would be in the control room or conning tower during an attack.

Commanding Officer
Approach Officer
TDC Operator
Assistant TDC Operator
Navigational Plotter
Diving Officer
Sonar Plotter

Hogans Alley is just to overcome the fact that if you do not move deck watch personnel out of their slots when submerged the game will still let depth charges kill them. I even use it on surface gun attacks to minimize casualties to the Deck Watch if the target has a gun I did not detect. I have even moved forward torpedo personnel to it when ramming sampans so they don't take minor injuries. (Which has happened)

LukeFF
04-01-10, 07:13 PM
I just starte a new career in RFB2.0 with the SS Gar (Dec41) and was somewhat astonished about the crewset. Why do the crew of the command room have machinist skills, i'm used to let them have the "command" skill. The command skill is named "quartermaster" in RFB, does it do the same thing? Why do i have the guys with "gunnery" skills in my aft torpedo room, and why do i have the highest ranked officer lost somewhere on the right side of the control room roster? Therefore i don't have an officer in the machine room. Lots of questions...

From post #1:

18. Lookout specialization re-named to Quartermaster. In reality, petty officers with the Quartermaster and Signalman ratings drew the duty of 'Quartermaster of the Watch' and were assigned to bridge detail. (Source: The Fleet Type Submarine). In addition, the Signalman rating was absorbed into the Quartermaster rating twice in the post-war era (1948 and 2003).The crew in the command room have the machinist skill because it was machinists mates and electricians mates that manned the control room (same way it was in the U-boats).

That highest-ranked officer in the command room is the boat's XO, who was also the boat's chief navigator.

The gunnery-rated crewmen would be in one of the torpedo rooms when not manning the guns. Almost all American subs had two gunner's mates among their crew complement.

Trust me, I've done a lot of research into how the USN manned their submarines during the war. ;)

LukeFF
04-01-10, 07:18 PM
The Gunnery Rating among the Torpedo mates is a little due to the game mechanics and helps to reflect that the boat's weapons were under the control of 'ordnance' and both torpedo rooms and surface weapons were primarily manned by them. Consider them to be Torpedo mates with extra deck weapons training.

Well, not quite. ;) To expand on what I wrote above, almost every American sub during the war had two Gunner's Mates among the crew's complement (bigger boats like the V-boats had more). Typically it was a PO2 and a PO3, but I've seen rosters with a PO1 and/or a CPO.

Morpheus
04-01-10, 09:43 PM
Hi guys

Thanks for all your great feedback. Let's see if i can digest it and either used it as given, or do some modifications. Changing crew men back and forth (micromanagement) is not so my style, exceptionally ignoring the aspect of the real fleet boats. For such tasks i would appreciate micormanagement shortcuts (change these x men form here to there and back), but that functionality isn't in the game, so i won't do it that way...

br morph

ichso
04-02-10, 10:07 AM
Added six empty planesmen slots to the control rooms for all American boats. Two enlisted men from each bridge watch should be placed here when the boat is submerged.

Is it supposed to be like this that I don't see any planesmen in an S-Class sub even when being submerged ?
They only show up when I order battle stations - otherwise my sub is a ghost driver.

LukeFF
04-02-10, 06:36 PM
Is it supposed to be like this that I don't see any planesmen in an S-Class sub even when being submerged ?
They only show up when I order battle stations - otherwise my sub is a ghost driver.

Like I said, you have to manually move them to those slots. I just checked to make sure it's working correctly, and it is. This change, though, won't show up for a career in progress.

TH0R
04-03-10, 11:27 AM
The new torpedo dud rate has forced me to chase this 10000t tanker on surface after 3 out of 4 torpedoes were duds. The one hit didn't do much to stop her.

Amazingly I managed to hit her while she was zig zaging away from me at ~9 kts true speed:

http://img37.imageshack.us/img37/6978/torpedoes5and6before.th.jpg (http://img37.imageshack.us/i/torpedoes5and6before.jpg/) http://img175.imageshack.us/img175/1304/torpedoes5and6after.th.jpg (http://img175.imageshack.us/i/torpedoes5and6after.jpg/)

Finishing her off with 3"-er...

http://img517.imageshack.us/img517/1650/finishingoffwithdeckgun.th.jpg (http://img517.imageshack.us/i/finishingoffwithdeckgun.jpg/)

Hitman
04-03-10, 12:02 PM
Amazingly I managed to hit her while she was zig zaging away from me at ~9 kts true speed:
Good aiming, then :up:

Thanks to the german aiming system (TDC locked to optics and no position keeper) I have become quite good at gut-shots, and for finishing those pesky zigzagging merchants it is a real help. It's a pity that the US targetting system as represented in SH4 is not that flexible, let alone how it was in real life. :damn: Yet I still have been able to do some nice quick shots with no solution at all, except entering the bearing and claculating by naked eye the lead angle :D

TH0R
04-03-10, 01:22 PM
Good aiming, then :up:

Thanks to the german aiming system (TDC locked to optics and no position keeper) I have become quite good at gut-shots, and for finishing those pesky zigzagging merchants it is a real help. It's a pity that the US targetting system as represented in SH4 is that flexible, let alone how it was in real life. :damn: Yet I still have been able to do some nice quick shots with no solution at all, except entering the bearing and claculating by naked eye the lead angle :D

I remember wasting lots of torps trying to hit ships that were running away from me. Practice makes perfect. :)

Is anyone else here testing the beta patch? I am interested in the changed critical hit rate which is now 5% compared to the 1/1000 in previous versions.

BillBam
04-04-10, 04:43 PM
On my first RFB 2.0 campaign (had several stock campaigns completed) and I cannot get torpedos to restock on the boat. I came back from my first patrol and docked then left on a new patrol and was surprised as heck the I still only had the two I came into port with. I headed to the closest refit port and tried to restock and nothing is working.

RFB 2.0
RFB 2.0 Patch 06 March
RSRDC-RFB V575
RSRDC V5xx Patch1
MaxOptics for RFB

Any help would be appreciated!

McHibbins
04-04-10, 06:13 PM
On my first RFB 2.0 campaign (had several stock campaigns completed) and I cannot get torpedos to restock on the boat. I came back from my first patrol and docked then left on a new patrol and was surprised as heck the I still only had the two I came into port with. I headed to the closest refit port and tried to restock and nothing is working.

RFB 2.0
RFB 2.0 Patch 06 March
RSRDC-RFB V575
RSRDC V5xx Patch1
MaxOptics for RFB

Any help would be appreciated!

That sounds odd. View the readme. You have to restock torps manually in the homeport

BillBam
04-04-10, 10:00 PM
I have read the RFB manual and the 2.0 readme and see nothing about having to restock the boat manually with more torps will doing a refit. I do not even see any way that is possible. When you get to your refit port the box comes up and gives the option to Refull/Rearm, once you click that it says refit inititated stay in port at least four hours. I do this an nothing happens.

I understand you need to manually fill the emply TUBES but I see no way to bring more torps onto the boat.

TH0R
04-05-10, 04:48 AM
In RFB you need to manually restock your fired torpedoes after each patrol. The crew doesn't do it for you. ;)

BillBam
04-05-10, 06:41 AM
In RFB you need to manually restock your fired torpedoes after each patrol. The crew doesn't do it for you. ;)

OK..so what is the procedure for doing this, after I hit the "refuel/reload" button when I get to my refit station what is next? Where do I find the torpedos to reload?

TH0R
04-05-10, 06:54 AM
OK..so what is the procedure for doing this, after I hit the "refuel/reload" button when I get to my refit station what is next? Where do I find the torpedos to reload?

Once you hit home port click on the submarine model on your desk. From there go to the torpedoes screen and drag the torpedoes onto the empty slots on your sub. Once you have done that when you rearm at any allied base you will be fully rearmed with torpedoes and fuel. I reckon if you haven't rearmed in your home port - the game will rearm you the number of torpedoes you had at the start of the patrol.

BillBam
04-05-10, 07:09 AM
OK thanks...I will head to home port then and give it a try.

BillBam
04-05-10, 09:02 AM
OK loaded up and ready to go! Thanks for your help.

BillBam
04-05-10, 10:25 AM
Once I hit a ship with torpedos and cause damage and then leave the area will the game continue to flood the ship and allow it to sink if enough damage was done or is it necessary to stay in the area until the sinking is complete?

I ask because I hit a Large Modern Tanker with my last two torps in the back end and it came to a stop. I waited around for the DD to leave so I could surface and finish it with my deck gun, however after 5 hours the DD was still there when the tanker finally went under. So, if I had left the area and continued my patrol would this ship still have sunk?

MoN
04-05-10, 12:08 PM
Once I hit a ship with torpedos and cause damage and then leave the area will the game continue to flood the ship and allow it to sink if enough damage was done or is it necessary to stay in the area until the sinking is complete?

I ask because I hit a Large Modern Tanker with my last two torps in the back end and it came to a stop. I waited around for the DD to leave so I could surface and finish it with my deck gun, however after 5 hours the DD was still there when the tanker finally went under. So, if I had left the area and continued my patrol would this ship still have sunk?

If you are too far away the sinking will not be registered.

BillBam
04-05-10, 12:16 PM
Thanks for the info...is there a rule of thumb on the distance for tha t to happen?

tater
04-05-10, 12:46 PM
40km.

Ships spawn at 35, are drawn at 20, and despawn at 40.

BillBam
04-05-10, 12:55 PM
Thanks tater!

ShadowWolf Kell
04-05-10, 03:32 PM
In RFB you need to manually restock your fired torpedoes after each patrol. The crew doesn't do it for you. ;)


OM is like this too.

Gatos are a nightmare to restock compared to a VIIB.

I really like the external storage options on the Sargo. Made me feel more at home once I installed and started running RFB.

theluckyone17
04-05-10, 08:15 PM
I recently installed both the March 6th patch and Hitman's Sub Watch Sensors + Scene edit. Since then, aircraft attacks have been lethal... my late '41 to early '42 patrols have been miserable due to aircraft. The amount of aircraft isn't the problem... it's just that they're downright lethal.

I'll crash dive as soon as my watch crew spots them at long distance. I get around 100-150 feet deep usually, when the attack commences... and the aircraft have my sub bracketed. Bulkheads fail, compartments get destroyed, and my poor sub goes to the bottom.

Never had a problem with aircraft to this degree 'til now... maybe it's just karma for having bought SH5...:shifty:

Active Mods:
RFB_2.0
RFB_2.0_Patch_06Mar10
RSRDC_RFB_V575
Webster's Ship Manuvering Fix for v1.4 and v1.5
Sub Watch Sensors + Scene 1.0

dacoobob
04-05-10, 11:06 PM
RFB 1.52 manual shows the Gato class "Mid-war" conning tower becomes available in Oct '42. I just got back from my 5th patrol on Nov 2, 1942 but have no option to change my conning tower style. My boat is definitely Gato class as it is the USS Gato itself, and I have 7500+ renown. Did the dates of availability change from 1.52 to 2.0, or am I not doing something correctly? Not enough renown? I've never changed conning towers before, so I'm not sure what to look for.

LukeFF
04-06-10, 01:06 AM
RFB 1.52 manual shows the Gato class "Mid-war" conning tower becomes available in Oct '42. I just got back from my 5th patrol on Nov 2, 1942 but have no option to change my conning tower style. My boat is definitely Gato class as it is the USS Gato itself, and I have 7500+ renown. Did the dates of availability change from 1.52 to 2.0, or am I not doing something correctly? Not enough renown? I've never changed conning towers before, so I'm not sure what to look for.

The game will automatically upgrade your fairwater for you. Unfortunately, you can't choose to upgrade it yourself (unlike SH5).

dacoobob
04-06-10, 12:59 PM
The game will automatically upgrade your fairwater for you. Unfortunately, you can't choose to upgrade it yourself (unlike SH5).
Ok, good to know. Does the Mid War superstructure look a lot like the previous one? I can't see any difference when I leave port for patrol #6.

dacoobob
04-06-10, 01:09 PM
I have read the RFB manual and the 2.0 readme and see nothing about having to restock the boat manually with more torps will doing a refit. I do not even see any way that is possible. When you get to your refit port the box comes up and gives the option to Refull/Rearm, once you click that it says refit inititated stay in port at least four hours. I do this an nothing happens.

I understand you need to manually fill the emply TUBES but I see no way to bring more torps onto the boat.
When I go to a friendly port that is NOT my home port and choose "rearm", it instantly fills my torpedo *reserves* slots with torps, but leaves the tubes themselves empty. I hit "T", drag the torpedoes to the tube slots to initiate reloading, and wait for my torpedomen to load up all my tubes. Then I click on the anchor icon in the upper-right corner of the screen and click "rearm" again. This fills up the newly empty spaces in my reserves sections. I believe the four-hour time in port thing is entirely voluntary, since the hard-coded instant loading of torpedoes is unrealistic. In fact you only *have* to wait long enough for your men to load up your tubes.

In my home port, the situation is entirely different, I have to go to the torpedoes screen and manually move each torpedo into the right slot one by one. I guess this is so that you can choose which type of torp to load.

TH0R
04-06-10, 01:29 PM
Ok, good to know. Does the Mid War superstructure look a lot like the previous one? I can't see any difference when I leave port for patrol #6.

You will get a message that your boat is undergoing a refit. Then you should have a new fairwater look.

I highly suggest that you read THIS PDF (http://navsource.org/archives/08/pdf/0829294.pdf). It describes very nicely reasons and procedures why and what has been done to fleet sub conning towers.

SH4 had all four 'Mod' fairwaters modelled, but without their sub variants. I checked Gato, but I am not sure Tambor / Gar get Mod4 fairwater...

Balao is for example missing the early long version and has only one type.

BillBam
04-06-10, 01:30 PM
When I go to a friendly port that is NOT my home port and choose "rearm", it instantly fills my torpedo *reserves* slots with torps, but leaves the tubes themselves empty. I hit "T", drag the torpedoes to the tube slots to initiate reloading, and wait for my torpedomen to load up all my tubes. Then I click on the anchor icon in the upper-right corner of the screen and click "rearm" again. This fills up the newly empty spaces in my reserves sections. I believe the four-hour time in port thing is entirely voluntary, since the hard-coded instant loading of torpedoes is unrealistic. In fact you only *have* to wait long enough for your men to load up your tubes.

In my home port, the situation is entirely different, I have to go to the torpedoes screen and manually move each torpedo into the right slot one by one. I guess this is so that you can choose which type of torp to load.

Thanks...I was able to find my problem. When returning to my home port to end my first patrol I did not know I had to manually reload, so I left port without reloading. Subsequently when you go to a refit port you can only add as many as you added in your home port, since I added none it would not allow me to add any.

flymar
04-06-10, 02:19 PM
Never had a problem with aircraft to this degree 'til now... maybe it's just karma for having bought SH5...:shifty:

RFB+Patch+sensor Fix+RSRD
patrols in 1943. east china sea, indonesia. marshall islands. Lots of planes but they seldom attack. Even if they do it usually ends with little wounds of the deck crew and minor damages. Nothing critical. And I play SH5 too:)

dacoobob
04-06-10, 03:03 PM
You will get a message that your boat is undergoing a refit. Then you should have a new fairwater look.

I highly suggest that you read THIS PDF (http://navsource.org/archives/08/pdf/0829294.pdf). It describes very nicely reasons and procedures why and what has been done to fleet sub conning towers.

SH4 had all four 'Mod' fairwaters modelled, but without their sub variants. I checked Gato, but I am not sure Tambor / Gar get Mod4 fairwater...

Balao is for example missing the early long version and has only one type.
Thanks, that was a very interesting article! I still don't know why my boat is not getting the refit, but I guess I won't worry about it too much.

LukeFF
04-06-10, 05:43 PM
Thanks, that was a very interesting article! I still don't know why my boat is not getting the refit, but I guess I won't worry about it too much.

Ducimus explained a long time ago how the game determines when your boat is eligible to receive a change to the fairwater. May want to ask him about it.

theluckyone17
04-06-10, 07:50 PM
RFB+Patch+sensor Fix+RSRD
patrols in 1943. east china sea, indonesia. marshall islands. Lots of planes but they seldom attack. Even if they do it usually ends with little wounds of the deck crew and minor damages. Nothing critical. And I play SH5 too:)

You got SD radar? At the start of the war, I don't have an option to pick up SD. I was relying on my watch, which doesn't give me too much time to get deep. I dive just as soon as the watch crew points out the aircraft. Order a crash dive, flank speed, and alter the depth to 200' or below. I won't kick the rudder over, just to keep the speed up.

Sometimes I make it to 200', sometimes I don't. If I do, I don't hear an attack. If I don't... well, I've gotten one miss. I play DiD...

I might just go for a fresh install, in case I boogered something in the process of upgrading to RFB2. In all my time playing SH4, I've never had aircraft attack me like this, and I think it'd stand out if other folk were experiencing it, too.

dacoobob
04-06-10, 07:56 PM
Ducimus explained a long time ago how the game determines when your boat is eligible to receive a change to the fairwater. May want to ask him about it.
Oh, so it's not solely based on the date? Nevermind then.

RFB Team
04-06-10, 09:13 PM
You got SD radar? At the start of the war, I don't have an option to pick up SD.

The Porpoise class has SD radar available from the start of the war, though the renown cost is high. The Gar and Tambor classes have it available from January 1942. The rest of the classes have it available later.

RFB Team
04-07-10, 04:07 AM
http://img.photobucket.com/albums/v258/LukeFF/SH4Img2010-04-07_020406_566.jpg

It shouldn't be long in coming now. Work will then commence in full on the Narwhal.

Chromius
04-07-10, 05:44 PM
Looking good. I am looking forward to it.

TH0R
04-09-10, 09:10 AM
I have a small question: which torpedoes use 'high' speed setting? I noticed that Mark 14 uses only 'slow' and 'medium'.

LukeFF
04-09-10, 04:43 PM
I have a small question: which torpedoes use 'high' speed setting? I noticed that Mark 14 uses only 'slow' and 'medium'.

It's just a graphics thing that OakGroove did when he made his interior graphics mod. There are no American torpdoes with 3 speed settings.

TH0R
04-10-10, 05:15 AM
It's just a graphics thing that OakGroove did when he made his interior graphics mod. There are no American torpdoes with 3 speed settings.

Since RFB is all about realism - why the 3 speed 'eye candy' setting then? I am guessing there isn't a mod without this or there is some historical background behind this...

etheberge
04-10-10, 01:23 PM
Since RFB is all about realism - why the 3 speed 'eye candy' setting then? I am guessing there isn't a mod without this or there is some historical background behind this...

I noticed this too but I always just assumed there would be a torpedo using the high setting at one point later in the war. Since reading Luke's post I edited the texture to remove the "Medium" setting from my install.

Thor if it bugs you too ---> http://www.filefront.com/16083233/Torpedo%20Speed%20Setting%20Text%20Fix.zip

http://www.subsim.com/radioroom/picture.php?albumid=103&pictureid=1691

LukeFF
04-11-10, 02:26 AM
I noticed this too but I always just assumed there would be a torpedo using the high setting at one point later in the war. Since reading Luke's post I edited the texture to remove the "Medium" setting from my install.

Thor if it bugs you too ---> http://www.filefront.com/16083233/Torpedo%20Speed%20Setting%20Text%20Fix.zip

http://www.subsim.com/radioroom/picture.php?albumid=103&pictureid=1691

Mind if I include this in RFB?

TH0R
04-11-10, 09:40 AM
Thanks for this etheberge. :up:

Fish40
04-11-10, 11:53 AM
A definite improvement! I always wondered about that little quirk myself.

TH0R
04-11-10, 12:16 PM
What is the deal with switching from aft deck gun to forward deck gun mount? I purchased 4" deck gun and placed it on the forward mount on my second patrol - and ended up with no slots for deck gun crew... :hmmm:

etheberge
04-11-10, 12:38 PM
Mind if I include this in RFB?

Of course not Luke, it's Oakgroove's file anyway, I just tweaked it.

LukeFF
04-11-10, 01:01 PM
Of course not Luke, it's Oakgroove's file anyway, I just tweaked it.

Thanks!

LukeFF
04-11-10, 01:02 PM
What is the deal with switching from aft deck gun to forward deck gun mount? I purchased 4" deck gun and placed it on the forward mount on my second patrol - and ended up with no slots for deck gun crew... :hmmm:

It's an old, old bug from the stock version of the game. Others here know more about how to work around it than I do.

TH0R
04-11-10, 02:06 PM
It's an old, old bug from the stock version of the game. Others here know more about how to work around it than I do.

Darn, I will have too repeat my last patrol now. I was hoping that the fairwater upgrade would nullify this, but I was wrong... :damn:

theluckyone17
04-13-10, 06:39 AM
There's a post 'round here somewhere that explains (in detail) how to edit a text file to fix it, so you don't have to rerun the patrol... ah, here it is (http://www.subsim.com/radioroom/showpost.php?p=639652&postcount=14).

It's a little obtuse when I first started looking at it, but it cleared up after I played with it a bit.

As for my earlier issue with the aircraft attacking... I reinstalled, reapplied the mods (with the exception of the sensor patch and Webster's maneuvering fixes), and SH4 is back to its normal aircraft behavior. Last patrol had three aircraft encounters. I crash dived as soon as each was spotted. The aircraft didn't hone in on me like before.

McHibbins
04-14-10, 03:41 AM
Hello RFB Team,

is it possible to implement these map to RFB ?

http://www.subsim.com/radioroom/showthread.php?t=167695

Maybe via patch ?



Edit:

Ok, found it here :
http://www.subsim.com/radioroom/showthread.php?t=166264

like the terrain detail and the aircraft bases.....question is, will it be compatible ?

Fish40
04-14-10, 09:25 AM
Just wondering about the ETA for the patch, and what it will contain.:hmmm: Just finished a patrol, and waiting patiently in port.

TH0R
04-14-10, 09:55 AM
There's a post 'round here somewhere that explains (in detail) how to edit a text file to fix it, so you don't have to rerun the patrol... ah, here it is (http://www.subsim.com/radioroom/showpost.php?p=639652&postcount=14).

It's a little obtuse when I first started looking at it, but it cleared up after I played with it a bit.

As for my earlier issue with the aircraft attacking... I reinstalled, reapplied the mods (with the exception of the sensor patch and Webster's maneuvering fixes), and SH4 is back to its normal aircraft behavior. Last patrol had three aircraft encounters. I crash dived as soon as each was spotted. The aircraft didn't hone in on me like before.

Many thanks for this. I have already repeated my last patrol. :)

But, I will use this to move the gun forward on my next patrol. Having the gun in aft location makes it tougher for finishing off crippled targets sailing away from you.

Ok, found it here :
http://www.subsim.com/radioroom/showthread.php?t=166264

like the terrain detail and the aircraft bases.....question is, will it be compatible ?

This is fully compatible with RFB, except the two files: US and Japan AirCover.mis -which overwrite RSRDS versions and I wouldn't recommend that.

Other files are .dds => pictures so you can enable the mod whenever you want. I am currently using it without the two files in question.

McHibbins
04-14-10, 03:46 PM
Thx THOR, Iīll try it then.

pointblank
04-14-10, 05:26 PM
what will happen if you install OM first then RFB? :hmmm:

etheberge
04-14-10, 06:12 PM
what will happen if you install OM first then RFB? :hmmm:

http://www.subsim.com/radioroom/picture.php?albumid=103&pictureid=1708

SPECIAL Note for TMO and RFB users

Because of recent changes to TMO v19 and RFB 2.0, OM is "NO LONGER COMPATIBLE" with TMO/RFB. If you do so you will "Break" the mods.


FAILURE TO FOLLOW THESE INSTRUCTIONS WILL CAUSE OM NOT TO RUN CORRECTLY & SH4 TO CTD.

pointblank
04-15-10, 06:43 AM
CRASH! right?

Fish40
04-16-10, 11:58 AM
Holy cow! I'm in port waiting for the new patch to be released, so in the mean time, I've been fooling around with the single missions. I tried the one where you need to engage the Japanese bombardment force that just attacked Henderson Field. I believe the boat is Flying Fish, a Gato class. It's Nov.42'.

My boat is heading East when contact is made. I spot a line of cruisers and Battleships bearing 350. A quick reference of my AOB/ course finder tells me they're heading 220. Just a note, in the mission description the Task Force is supposed to be heading towards the Shortland Isl. These ships are heading the opposite direction. Anyhow, after I id one of the targets, I calculate speed at 28knts. I set up for a DO style attack. I prepare the forward tubes keeping the torpedo depth shallow to compensate for the faulty depth keeping at this point in the war.

Everything is set, as the lead Cruiser sails into the crosshairs. I fire 3 shots, and quickly go to external to view my handiwork. Every torpedo malfunctioned! I'm not talking about being duds, I'm talking about going way off course! I ready the next 3 tubes for the next target. Same thing!! Every torpedo went wildly off course. All I could do at this point is dive and break off the attack:wah: Talk about frustrating!

TH0R
04-16-10, 12:15 PM
Hehe! Wait until the patch is released, it will get even worse. I have been testing the latest patch with a new career and at one occasion I had 8 fishes go dud on me when I engaged a single merchant. Tonnage sunk will go down in the early years, as it should be.

Shots at less than 45° angle and slow speed settings here we come. :)

Fish40
04-16-10, 12:25 PM
Yeah, I read what Luke wrote awhile back about that. I'll definitly be pulling out what little hair I have left!

Hitman
04-16-10, 02:44 PM
Shots at less than 45° angle and slow speed settings here we come. :)Hmmmm actually it was the opposite (In the 45š angle)

IIRC, it was found out during trials that the problem lied in that the torpedoes went deeper than expected (Not triggering the fuse) and when set shallower they magnetic fuse made them explode way too soon before reaching the target. Then, when shooting at right angles and high speed, the contact fuse actually got such a big hit that it bent and didn't trigger the explosive. Hence the better results with angled track and slow speed.

Anyway, looks like we are going to suffer a lot of frustration :D

TH0R
04-16-10, 02:53 PM
Hmmmm actually it was the opposite (In the 45š angle)

IIRC, it was found out during trials that the problem lied in that the torpedoes went deeper than expected (Not triggering the fuse) and when set shallower they magnetic fuse made them explode way too soon before reaching the target. Then, when shooting at right angles and high speed, the contact fuse actually got such a big hit that it bent and didn't trigger the explosive. Hence the better results with angled track and slow speed.

Anyway, looks like we are going to suffer a lot of frustration :D

Maybe I got it wrong...

Quoting LukeFF here:

After reading some new information about problems with the Mark 10 and Mark 14, a couple of new "features" will be in the next patch release:

-Mark 10 torpedoes will always run 4 feet too deep until the end of January 1942. After that date they will always run between 0 and 4 feet too deep.
-Mark 14/23 torpedoes will always run 10-11 feet too deep up until 11 September 1942. After that date they will always run between 0-3 feet too deep.
-Mark 14/23 torpedoes will have a 100% failure rate when contacting a target at or near a 90-degree track, up until the end of September 1943 (that failure rate chance is cut in half when striking the target at a roughly 45-degree track). After that date the dud chance drops to a very small number. The chance of a dud being reduced by 50% when using the low-speed setting remains the same.

Yes I did. :) Near the 45° track, not less than. :damn:

Hitman
04-16-10, 02:57 PM
Ah, now I see what you mean. Yes, we were both actually saying the same thing, only I understood 45š or less as closer to 90š, instead of a "smaller" value in absolute terms :hmmm:

TH0R
04-16-10, 03:05 PM
Ah, now I see what you mean. Yes, we were both actually saying the same thing, only I understood 45š or less as closer to 90š, instead of a "smaller" value in absolute terms :hmmm:

Glad we understand each other. :)

Picture is worth a 1000 words, and I believe this will be direly needed for early war RFB patrols now:


http://img121.imageshack.us/img121/4473/johnpcromwelltargeting.jpg

(Picture credit goes to Rockin Robbins IIRC)

TH0R
04-16-10, 03:12 PM
Sorry for the double post, but this is related with the new RFB2 VISUAL SENSORS REWORK 1.0 by Hitman.

After playing with the mod on 3 or 4 patrols, I have to say it indeed does work far better in campaign mode. Every time I went on the bridge to see the contact in question I could see what my crew reported. Night spotting does seem to work on longer ranges in campaign mode compared to single missions. The crew doesn't have eagle eyes any more.

Nice work and thanks for improving the RFB experience for us. :up:

Akula
04-16-10, 05:50 PM
Hello

Is there any environment mod recommended to use with RFB? I want to get rid of the yellowing dirty ocean.

Thanks!
G

LukeFF
04-16-10, 06:23 PM
Ah, now I see what you mean. Yes, we were both actually saying the same thing, only I understood 45š or less as closer to 90š, instead of a "smaller" value in absolute terms :hmmm:

Yep, you got it. :) Hits at or near 90 degrees with the Mark 14 set to high speed will always result in a dud, until they are fixed at the end of September 1943.

@Fish40: you don't need to worry about depth-keeping problems with the Mark 14 after August 1942. From that point forward the Mark 14 will run to within 3 feet of its set depth.

theluckyone17
04-16-10, 10:44 PM
I've got another update on that problem I was having with the aircraft before. After reinstalling and applying RFB, the March 6 patch, RSRD and its patch, I played a couple patrols, without issue (other than getting sunk while hotdogging it when I should've been slinking away quiet like).

So I slapped on the Sub Watch Sensors + Scene 1.0 patch, and took out another start of the war patrol. Five iterations of aircraft being spotted... the first four went well. I immediately ordered a crash dive. Once the sub was under, I'd order 200' or deeper. A couple times the aircraft never attacked... the other two, DCs were dropped, but they missed me by quite a bit.

That fifth time? I ordered a crash dive, and just after I jump to the control room, I hear the high pitched whine of an aircraft engine as it dives down. It dropped bombs, which must've straddled me... four center compartments taking on water, and I never recovered.

I can't say why the first four went fine, while my lookouts never gave me time on the fifth. They were at their stations... I was at the nav map... 128x TC. SH4 shouldn't be stressing my system at that TC (Core i7 860 w/ 4 GB RAM).

If I can survive to get SD radar, or if I simply start later in the war, it'd be a non-issue...

The realistic side of me wants to say "Welcome to the real world"... there had to be watch crew that missed spotting an aircraft in time. The "I have to start another career over *again*!" side of me wants to ditch the patch. *shrug*

Hitman
04-17-10, 02:06 AM
Sorry for the double post, but this is related with the new RFB2 VISUAL SENSORS REWORK 1.0 by Hitman.

After playing with the mod on 3 or 4 patrols, I have to say it indeed does work far better in campaign mode. Every time I went on the bridge to see the contact in question I could see what my crew reported. Night spotting does seem to work on longer ranges in campaign mode compared to single missions. The crew doesn't have eagle eyes any more.

Nice work and thanks for improving the RFB experience for us. :up:

Glad you like it, it is certainly disturbing and makes it difficult to work with, that the sensors seems to work slightly different in campaign mode. My rough guess is that it has something to do with crew experience/efficiency. Probably, since RFB modifies the crew roster and abilities in campaign mode but doesn't touch the single missions (AFAIK), this could explain the different results.

Jurgens
04-17-10, 09:32 AM
........RFB 2.0 is for version SH4 v.1.5 only.

This and other mods for v. 1.5 need to be moved to the SH4 ATO mods area as v.1.5 is only for the U-boat missions pack

cdrsubron7
04-17-10, 11:19 AM
I'm playing in my current career in March-April '45 and while on patrol I received a message to shift my base of operations to Subic Bay in the Philippines from Mios Wendi. Only problem with this is that I can only refit at Subic Bay and not end my patrol. Just wondering if this is a small bug in RFB 2.0 or not?

LukeFF
04-18-10, 02:14 AM
This and other mods for v. 1.5 need to be moved to the SH4 ATO mods area as v.1.5 is only for the U-boat missions pack

This mod is primarily for fleet submarine missions. It's in the correct forum.

LukeFF
04-18-10, 02:16 AM
The realistic side of me wants to say "Welcome to the real world"... there had to be watch crew that missed spotting an aircraft in time. The "I have to start another career over *again*!" side of me wants to ditch the patch. *shrug*

I can recall reading at least one patrol report of a Japanese aircraft diving out of the clouds and strafing a sub before it had time to react, so yeah, it did happen in reality.

Also, the SD radar won't always report every contact, so be wary of relying on radar too much. There is no substitute for an efficient and vigilant watch crew.

LukeFF
04-18-10, 02:17 AM
I'm playing in my current career in March-April '45 and while on patrol I received a message to shift my base of operations to Subic Bay in the Philippines from Mios Wendi. Only problem with this is that I can only refit at Subic Bay and not end my patrol. Just wondering if this is a small bug in RFB 2.0 or not?

That's an RSRDC issue.

bybyx
04-18-10, 03:47 AM
Hello RFB team! :salute: It is my first time with your super mod. :oops:. I have the following mods installed:
1.RFB 2.0
2.RFB 2.0 patch
3.Hydrophone lines for RFB 2.0
4.Sub Watch Sensors + Scene 1.0
5.RSRD for RFB 2.0
6.RSRD patch
7.Max Optics IV for RFB 2.0.
So far it is my first patrol and I encountered a task force SE of Formosa. I have 2 heavy cruisers, 2 or 3 light cruisers and 3 other smaller warships most likely destroyers or minelayers.( no help in identifying:damn:, only manual id) They travel at around 17-18knots from my estimates on a NNE course. I heard them on hydrophones at first ant then made visual contact. I was in good position, went to periscope and waited. I started taking measurements, prepared forward tubes and fired 4 torps at the lead cruiser( a Takao). Two duds, two hits. It doesn't go down. The task force steers away, no depth charge. Why? I am now in pursuit .:rock:
Questions:
1. What other mods I can use with RFB 2.0
2. Can i have back the help for identification? Sometimes i just want to quickly id a target and don't have the patience scrolling the manual.

cdrsubron7
04-18-10, 02:27 PM
That's an RSRDC issue.


Thanks, LukeFF. I'll mention it in the RSRDC Thread. :D

flapjack
04-18-10, 07:01 PM
Hi RFB team, great mod!

I'm running RFB 2.0, RSRDC for RFB, RSRDC patch (in that order).

I noticed two problems. Both occurred on the Single Mission "Borneo Convoy" with the Gato-class sub.

== Problem #1: DD depth charges ==

The DD's depth-charged me over a period of about 15 minutes, then stopped. They were still searching for me, pinging, and finding me, but they'd just zoom over my position without actually dropping depth charges.

In external cam view, I noticed that all three of the DD's were actually missing their DC racks. I only bothered to look after the depth charge attacks stopped, so I don't know if the racks were there when I was being depth-charged earlier.

I noticed that others reported this problem earlier in the thread, so I was wondering if it was resolved.


== Problem #2: Stuttering / low frame rate ==

Some interior views, and exterior views of the surfaced sub, would drop my framerate from typical 25-30 down to 2 or 1, rendering the game almost entirely unplayable. I also noticed that some of the crew (light blue shirt, white sailor's cap) were somewhat transparent. From outside on the bridge, I could the bridge railings right through them! I think this is related to the low FPS.

This is actually a big problem for me, because the drop in frame-rate occurs for maybe 75% of the viewable area of bridge, and almost the entire control room. At 2 fps, the game is totally unplayable.


Note: I haven't installed the March 7 patch yet, so maybe that will fix the problem. But I didn't see anything about these issues in the messages about that patch, so ... yeah. :-)

Thanks again for a great mod!

-- flapjack

Phantom II
04-18-10, 08:35 PM
Hey guys, some of you might have already seen my thread in SH4 General.

Anyway, I've got a Steam version of SH4 + U-Boat Missions all updated to v1.5, and I can run the game over and over and over without any hiccups whatsoever.

BUT, when I install RFB 2.0 (using JGSME of course) things start to go wrong. When I start in port (lets say, its a December 1941 career at Pearl), when I go to the Bridge view, the game simply freezes for a second or so as if its trying to load something, then crashes to desktop. I've tried going straight to external camera instead of going to the bridge. This kinda works, but causes all kinds of other problems. Sometimes some of the textures on the ships in port will dissappear. In some places, when I look at certain angles, my entire screen turns a bright green, and when I take the camera under water, the screen either goes black, and the game keeps running, or the game crashes to desktop.

Now I'm thinking its some sort of rendering issue with the mod maybe. I'm running an ATI Radeon 4870X2, I've tried enabling and disabling all kinds of different settings in the Catalyst Control Centre, and I've tried some different drivers, and none of it seems to change anything.

If anyone here has any ideas, that would be great as I feel I am missing out on an awesome mod.

Thanks in advance
Phantom

flapjack
04-18-10, 09:11 PM
Here's a screencap of one of the stern of one of the DD's from the Borneo Convoy mission (see quoted message). Note the lack of depth charge racks.

http://i984.photobucket.com/albums/ae326/flapjack1941/SH4Img2010-04-18_180302_078.jpg

-- flapjack

Hi RFB team, great mod!

I'm running RFB 2.0, RSRDC for RFB, RSRDC patch (in that order).

I noticed two problems. Both occurred on the Single Mission "Borneo Convoy" with the Gato-class sub.

== Problem #1: DD depth charges ==

The DD's depth-charged me over a period of about 15 minutes, then stopped. They were still searching for me, pinging, and finding me, but they'd just zoom over my position without actually dropping depth charges.

In external cam view, I noticed that all three of the DD's were actually missing their DC racks. I only bothered to look after the depth charge attacks stopped, so I don't know if the racks were there when I was being depth-charged earlier.

I noticed that others reported this problem earlier in the thread, so I was wondering if it was resolved.


== Problem #2: Stuttering / low frame rate ==

Some interior views, and exterior views of the surfaced sub, would drop my framerate from typical 25-30 down to 2 or 1, rendering the game almost entirely unplayable. I also noticed that some of the crew (light blue shirt, white sailor's cap) were somewhat transparent. From outside on the bridge, I could the bridge railings right through them! I think this is related to the low FPS.

This is actually a big problem for me, because the drop in frame-rate occurs for maybe 75% of the viewable area of bridge, and almost the entire control room. At 2 fps, the game is totally unplayable.


Note: I haven't installed the March 7 patch yet, so maybe that will fix the problem. But I didn't see anything about these issues in the messages about that patch, so ... yeah. :-)

Thanks again for a great mod!

-- flapjack

theluckyone17
04-18-10, 09:15 PM
I also noticed that some of the crew (light blue shirt, white sailor's cap) were somewhat transparent. From outside on the bridge, I could the bridge railings right through them! I think this is related to the low FPS.
Do you have volumetric fog and post processing filters enabled? I think that causes the transparent crew...

Can't help you much with the DC-less DD's, other than to ask if they're DD's or subchasers? I've ran across some escorts that don't have DC's... they're effective enough keeping me submerged, so they're still a pain.

theluckyone17
04-18-10, 09:18 PM
If anyone here has any ideas, that would be great as I feel I am missing out on an awesome mod.

So it works fine without mods, but adding RFB causes problems? Are you on Vista or Windows 7, installing in C:\Program Files\..."?

Are you running any other mods? If so, what order are you installing them?

Phantom II
04-18-10, 09:43 PM
So it works fine without mods, but adding RFB causes problems? Are you on Vista or Windows 7, installing in C:\Program Files\..."?

Are you running any other mods? If so, what order are you installing them?

Running Windows Vista 64bit. Install path is D:\Steam\steamapps\common\silent hunter wolves of the pacific\

Just running RFB2.0, until I can get it to work properly, before I start adding more mods.

flapjack
04-18-10, 10:57 PM
Running the game with low-res textures made the stuttering / framerate drop problem go away completely. I figure that my video card is just running out of memory because of all of the new high-res textures included with RFB. My video card is an NVIDIA 7800GS 256MB, AGP 4x.

Regarding the DD's (yeah, they were actually DD's), the funny thing is that they were actually depth-charging me earlier in the mission. After about fifteen minutes game time, the depth-charging stopped, but I was still hearing pings, and hearing them moving overhead. So I got curious and did a look around, and noticed all of DD's were missing their DC racks. I'm 100% sure that the earlier DD's which were DCing me were the same as the ones I saw later. I haven't been able to recreate the problem since.

-- flapjack


Do you have volumetric fog and post processing filters enabled? I think that causes the transparent crew...

Can't help you much with the DC-less DD's, other than to ask if they're DD's or subchasers? I've ran across some escorts that don't have DC's... they're effective enough keeping me submerged, so they're still a pain.

Sledgehammer427
04-18-10, 11:27 PM
there's an old bug if memory serves me right that a destroyer would go slow and drop a shallow depth charge and blow it's racks right off. Perhaps this is what happened to you?

pointblank
04-18-10, 11:46 PM
Hey i downloaded the mod and when i put it and start the mission and when i put it ahead stand it says cannot comply. help!!:wah:

Phantom II
04-19-10, 12:40 AM
So it works fine without mods, but adding RFB causes problems? Are you on Vista or Windows 7, installing in C:\Program Files\..."?

Are you running any other mods? If so, what order are you installing them?

Hmm I think I MAY be onto the problem. It seems like Steam is trying to 'update' the game to vanilla after I install the mods, causing inconsistencies and corrupt files, etc. I've tried turning automatic updates off, but it keeps turning back on for some reason. I'm going to try disabling the mods, verify the file caches for SH4 and SH4UBM, update the game, disable further updates, and THEN try the mods.

Phantom II
04-19-10, 01:27 AM
GAAAH So after the long arduous process of uninstalling RFB, checking the file integrities, reinstalling RFB, and triple checking that auto updating is OFF, I go to launch the game, AND WHAT DOES IT DO?!?!? It bloody updates -_-

LukeFF
04-19-10, 02:21 AM
== Problem #2: Stuttering / low frame rate ==

Some interior views, and exterior views of the surfaced sub, would drop my framerate from typical 25-30 down to 2 or 1, rendering the game almost entirely unplayable. I also noticed that some of the crew (light blue shirt, white sailor's cap) were somewhat transparent. From outside on the bridge, I could the bridge railings right through them! I think this is related to the low FPS.

This is actually a big problem for me, because the drop in frame-rate occurs for maybe 75% of the viewable area of bridge, and almost the entire control room. At 2 fps, the game is totally unplayable.

Try Alt-Tabbing in and out of the game. It works for me when I have that issue.

LukeFF
04-19-10, 02:25 AM
== Problem #1: DD depth charges ==

The DD's depth-charged me over a period of about 15 minutes, then stopped. They were still searching for me, pinging, and finding me, but they'd just zoom over my position without actually dropping depth charges.

In external cam view, I noticed that all three of the DD's were actually missing their DC racks. I only bothered to look after the depth charge attacks stopped, so I don't know if the racks were there when I was being depth-charged earlier.

I noticed that others reported this problem earlier in the thread, so I was wondering if it was resolved.

I think I know what the issue is. Thanks for reporting it.

Phantom II
04-19-10, 05:57 AM
So I finally got steam to verify everything, and managed to install RFB WITHOUT Steam updating the thing afterwards, still having the same problem :(

flapjack
04-19-10, 10:09 AM
Brilliant! I think you're right!

I remember watching the depth charging from external camera and noticing some explosions at the tail ends of the DD's.

Is this an SH4 bug, or RFB?

-- flapjack

there's an old bug if memory serves me right that a destroyer would go slow and drop a shallow depth charge and blow it's racks right off. Perhaps this is what happened to you?

flapjack
04-19-10, 10:53 AM
I think the framerate slowdown has to do with a high number of high res textures. When I play the game with low-res textures, I don't have any slowdown whatsoever. Alt-tabbing works for a short while, but the problem comes back after a few minutes.

A potential solution might be dropping the resolution of some of the high-res textures. I'll play around with it to see what works without sacrificing too much visual quality.

-- flapjack

Try Alt-Tabbing in and out of the game. It works for me when I have that issue.

Fish40
04-19-10, 12:18 PM
The only issue I seem to have is after viewing the radar screen. When returning to the Bridge view, the ocean animation seems to get alittle choppy, sort of what happens after comeing out of TC. Like I said, I only see this after viewing the radar. Can anyone confirm / deny this?

Akula
04-20-10, 07:02 AM
Hello

Is there any environment mod recommended to use with RFB? I want to get rid of the yellowing dirty ocean.

Thanks!
G

Anyone? Thanks

BillBam
04-20-10, 07:14 AM
Anyone? Thanks

RFB already includes an environmental mod, RE if I am not mistaken.

Akula
04-20-10, 01:28 PM
Thought so too, but the ocean has all that original yellow stuff in it which I want to remove if possible?

Any suggestions?

Fish40
04-20-10, 07:26 PM
There was a mod out there that removed the algae from the water. If I recall, it was called "Less Floaters" or something like that:hmmm:

BillBam
04-20-10, 08:06 PM
There was a mod out there that removed the algae from the water. If I recall, it was called "Less Floaters" or something like that:hmmm:

You are probably referring to Websters "Eliminate Floating Plankton" mod.

http://www.subsim.com/radioroom/showthread.php?t=152889

Akula
04-21-10, 03:07 AM
Yippee, thanks BillBam!

LukeFF
04-21-10, 06:14 PM
Just an FYI: the new patch should be out by this coming weekend. :yep:

Fish40
04-21-10, 07:09 PM
YIPPIE!:woot: Barnacles are starting to cover my hull from being in port for so long!:haha:

LukeFF
04-22-10, 01:49 AM
Coming in the next patch: new binocular texture by conus00 (the creator of all the uniform textures in RFB). Replaces that crappy low-res default texture. :yeah:

http://img.photobucket.com/albums/v258/LukeFF/SH4/SH4Img2010-04-21_234017_837.jpg

http://img.photobucket.com/albums/v258/LukeFF/SH4/SH4Img2010-04-21_233834_399.jpg

keltos01
04-22-10, 01:50 AM
nice binos !!!

keltos

TH0R
04-22-10, 02:52 AM
Now they will not have an excuse to spot ships too late, with these shiny new binocs. :D

Hitman
04-22-10, 07:39 AM
Now they will not have an excuse to spot ships too late, with these shiny new binocs. :D

Nah, I revised the watch crew visual sensor and it should be included in the patch. No excuses :D

keltos01
04-22-10, 09:27 AM
Nah, I revised the watch crew visual sensor and it should be included in the patch. No excuses :D

this is one thing we overlooked on the IJN side :

we have two 20 cm binoculars on bridge ! not those puny ones you hang around your neck ;)

can you tell me how to improve the crew's visual sensor so as to match the power of those binoculars ?

I think we should see enemy ships from really far away and see them better at night too.

thanks

keltos

Hitman
04-22-10, 02:08 PM
keltos,

provided you have adjusted the maximum visual distance correctly in the sensorvisualsub.sim, (20km is the maximum it will render in SH4, and 40 km the maximum for any unit to appear in the game) you can tweak sensitivity to distance and ambient light in sensors.cfg (Which you can open with Notepad)

The main problem is that it is very easy to end up with your crew seeing things you can't, and that is an inmersion killer for me.

berobispo
04-22-10, 04:37 PM
probably too late... Can the navmap from GFO be integrated into RFB 2.x? I like the correct names and more detailed information a lot...

also: for not so strong rigs, any possibility to include a version without a Environment mod?

cheers and keep up the great work! So far, I'm on my third patrol with RFB (a lot SH3 GWX and some TMO before), the two last ones were rather short for I underestimated the convoy escorts or overestimated my closecombat abilities:03:

Deutschland
04-22-10, 06:55 PM
With that binocolars we even could see kilometers..underwater :rotfl2:

LukeFF
04-23-10, 05:52 PM
The updated patch is ready for download. There's an issue at the moment with getting the first post updated, so here's the info for now:

http://www.filefront.com/16224499/RFB_2.0_Patch_23April2010.7z

As always, only this latest patch should be applied after the main RFB file. Some changes will not be immediately apparent if one applies this patch while still on patrol.

RFB 2.0 Patch

23 April, 2010

(Latest revisions are at the bottom of this list)

Changed default heavy deck gun AA armament on IXD2
Adjusted hydrophone performance characteristics. The speed of the target now plays more of a role in max range at which a target can be detected.
Go Back command for radar and sonar views takes player to conning tower view.
Adjusted damage zone modeling for Japanese sampans and fishing boats.
Re-enabled map contacts.
Changed 10.5cm deck gun ammo loadout to 200 HE rounds.
Changed 37mm AA gun loadout to 2500 rounds per gun.
Fixed problem with 10.5cm deck gun sound.
Added six empty planesmen slots to the control rooms for all American boats. Two enlisted men from each bridge watch should be placed here when the boat is submerged.
Changed introduction date of H-6 radar for H6K, H8K, and G4M aircraft to September 1944.
Changed max range of H-6 radar to approximately 12 miles.
Max ranges for all American subs is now based on the sub carrying fuel in their main ballast tanks (S and Tench classes already had this feature). The new ranges for the rest of the subs is as follows:

-Porpoise: 22,000 miles @ 8 knots
-Salmon, Sargo, Tambor, Gar, Gato, Balao: 15,000 miles at 10 knots

Adjusted default surface speeds for all boats (credit to virtualpender for finding the info) as follows:

-Fleet subs: 6, 12, 15, 18, max speed for each respective class
-S boats: 3, 6, 9, 11, max speed for each respective class

Dive times for all American boats re-calibrated to the historical standard surfaced speed as follows:

-Fleet subs: 15 knots
-S boats: 9 knots

Changed acceleration rate for submerged American subs to equate to approximately 4 knots/minute.

Added Gato interior mod by vickers03.

Changed ammo loadout for 3"/50 deck gun to 200 HE rounds (credit to DaveyJ576 for finding the info).

Changed SD radar range to 8 nautical miles.

Changed name of SD-1 radar to SD-2 radar.

Notes on SD-2 naming:

-SD radar underwent a lot of changes in the time it was in service with the U.S. Navy. The original SD radar sets (60 produced between late 1941 and mid-1942) were all field-modified to the horizontally-polarized U-type antenna by the summer of 1942 and were designated SD-a.

-SD-1 (20 produced) had a non-retractable mast and was installed from late 1942. SD-2 (60 produced) was essentially the production version of SD-a and had provision for IFF. It was also installed from late 1942 onwards.

-SD-3 was a version made for small craft, although some were modified back into submarine-compatible sets. SD-4 (104 produced) was an attempt to cure the problems of SD by using a linear dipole array. It was delivered between July 1943 and July 1944. SD-5 (86 produced) was completed in December 1944 and increased the power 130 kilowatts. It had a range scale of 80nm, but Norman Friedman believes this to be an "overoptimistic" belief in its max range potential.

What this all means is that, in determining when SD radar was installed on a particular boat, the following rules will apply:

-Any SD radar set installed before June 1942 will be considered to be SD radar.

-Any SD radar set installed in June 1942 and onwards will be considered to be SD-2 radar (what is called in stock SH4 "Improved SD Radar." Although SD-2 did not appear before the fall of 1942, it had in effect the same range characteristics as SD-a.

Adjusted torpedo reload times for all American submarines to a fastest time of approximately 5 minutes (except for the Porpoise class bow torpedo room, which is set at approximately 7.5 minutes). The Porpoise class bow torpedo room was known for being too cramped, making torpedo reloading and maintenance cumbersome.

Added new flag textures by conus00.

Corrected problem with torpedo dud rates for American torpedoes.

Corrected problem with soundman not hearing contacts.

Adjusted date of introduction for various conning tower modifications.

Corrected problem with submarine's diesel engine sound.

Removed all special ability skills for enlisted sailors.

Adjusted chance for a critical hit when using torpedoes.

Key command file updated by T.}{.O.R.. Backspace key now resets the game to normal time compression and strafe up and strafe down keys re-enabled.

M2 .50 cal machine gun (fixes by Peabody) is now the standard AA gun for the pre-war fleet sub fairwater configurations.

Modified the torpedo speed label for the American TDC. Mod by etheberge.

Re-implemented OakGroove's TBT and deck gun lenses.

Several corrections to camera properties for periscopes, deck gun, TBT, and binoculars.

Reverted binocular view to stock.

Some changes to dive performance for the fleet submarines.

Fixed a problem with depth charge racks on Japanese destroyers.

Added conus00's new headphone and watch crew binocular textures.////////RFB2 VISUAL SENSORS REWORK 1.0///////////

This set of files will make certain changes to the RFB visual sensor and the 3D scenary in order to have a more realistic result.

The existing problems so far -which this mod attempts to minimize- were as follows:

-Crew sighted in good visibility conditions far located ships that were invisible to the player
-Crew had too much good vision at night
-Fog was too dense except in excellent visibility conditions
-Crew could not see under foggy conditions ships the player could

First thing that should be noticed is that there is no perfect solution for all situations, owing to these hardcoded limits:

1- Visual sensors in the game are mostly independent from what is actually rendered on screen, except light level (To a certain extent)
2- Visual sensors in the game are not hindered by horizon, nor by ships been "hull down". For the crew ships are entirely "visible" even if completely hidden below the horizon. THis is specially true for small vessels, which can be completely hidden
3- Visual sensors in the game differentiate between night and day, but night is a more or less fixed percentage of vision from the day, and there are major problems with twilight situations.
4- Visual sensors in the game differentiate between overcast and clear skies, but NOT based on what is rendered on screen. Hence the vision of your crew worsens a lot in overcast weather no matter if the other vessels are still clearly visible to you. Which is specially true when seing them against the mild grey background of the overcast sky
5- There is a certain simplification of sensors when running higher time compression
6-Many settings tend to interact with others because you rarely get perfectly test conditions during a campaign (literally dozens of different mixes of fog, light, clouds, etc. are possible, and you must add to rgar the different monitors and monitor settings for all players!).
7- Sensor efectiveness also depends on your crew's experience.

To adress those problems as possible, a compromise had to be made with the main objetive of NEVER having a ship sighted by the crew that is actually invisible to the player. The opposite however is true, i.e. if you would stay in the bridge at 1x time compression and scan the horizon, you would find ships your crew will not see until they are closer/the light level raises. The areas in which I have worked are following:

1- Earth radius: While in true life it is 640000 metres, I have set it to 800000. The reason is that you see ships better in the horizon, specially small ones.
2- Horizon fog: Has been lowered considerably to improve visibility in excellent weather conditions, up to nearly 20000 metres.
3- Environmental Fog: There was a major bug in the environment file, where fog settings were equally dense for heavy, medium and light fog
4- Sensor range settings: I limited the maximum range of visual sensors to better match the moment when ships are actually rendered in screen at extreme ranges. Now when the crew calls ship sighted you should be always 4able to see tips of masts in the horizon
5- Sensor sensitivity settings: This is the most delicate and tricky part, I did my best but of course it won't be perfect for all situations.Expect green crews to spot enemy ships only at closer ranges at night, but so far I have never had the problem of being detected by them before I saw them. In general, though, sensitivity at night has been toned down considerably, so those guys with darker monitors should be pleased.

IF YOU FEEL THAT YOUR CREW IS SEEING ENEMY SHIPS TOO LATE AT NIGHT, USE THE GAMMA SETTING IN THE GAME OPTIONS TO MAKE THINGS DARKER UNTIL YOU SEE THE ENEMY BARELY WHEN YOUR CREW CALLS IT. Dark gamma settings are actually great to make the game look better, so it's a win-win situation.

The final AVERAGE results I have had so far are more or less as follows:

Clear/cloudy day:

-Excellent visibility (No fog): Crew will spot ships up to 16-18000 metres
-Good visibility (Light fog): Crew will spot ships up to 10-12000 metres

Clear/cloudy night:

-Excellent visibility (No fog): Crew will spot ships up to 8-9000 metres
-Good visibility (Light fog): Crew will spot ships up to 8-9000 metres

Overcast day:

-Excellent visibility (No fog): Crew will spot ships up to 16-18000 metres
-Good visibility (Light fog): Crew will spot ships up to 10-12000 metres
-Medium visibility (Medium fog): Crew will spot ships up to 6-7000 metres
-Bad visibility (Heavy fog): Crew will spot ships up to 1500 metres

Overcast night:

-Excellent visibility (No fog): Crew will spot ships up to 8000 metres
-Good visibility (Light fog): Crew will spot ships up to 8000 metres
-Medium visibility (Medium fog): Crew will spot ships up to 5000 metres
-Bad visibility (Heavy fog): Crew will spot ships up to 1000 metres

In any case, I think that in all situations you will actually SEE what your crew does. Bear in mind in any case that I have limited time to test, and this all is very time consuming, so I wellcome any feedback based on repeated situations (Don't raise your hands to the sky and yell because in one specific situation sensors didn't work as expected, OK?).

Hitman, March 2010

Sardaukar67
04-24-10, 02:30 AM
Nice!

Thanks for your hard work, appreciated! :yeah::rock:

SteveUK
04-24-10, 03:34 AM
The updated patch is ready for download

And I'm stuck at work!!!

Thanks so much for your continued hard work guys it's really appricaiated.

Steve

Bridger
04-24-10, 03:56 AM
Well done again to the RFB team, big thank you. :up:
PS:- Is the new patch still compatible with the current RSRD version?.

TH0R
04-24-10, 04:06 AM
Well done again to the RFB team, big thank you. :up:
PS:- Is the new patch still compatible with the current RSRD version?.

I don't see the reason why it shouldn't be. ;)


Thanks Luke!

Fish40
04-24-10, 07:35 AM
I don't see the reason why it shouldn't be. ;)


Thanks Luke!



I'm not 100% sure about that. I remember back when patch 2 was being discussed, Lurker stated that the current version of RSRD for RFB would not be compatable. He did say a compatable version would soon follow though. Could anyone confirm / deny this. I'm gonna wait until I hear for sure. There's no way I'm going on patrol without RSRD installed!



http://www.subsim.com/radioroom/showpost.php?p=1332207&postcount=492
I found this a few pages back:

TH0R
04-24-10, 07:41 AM
I'm not 100% sure about that. I remember back when patch 2 was being discussed, Lurker stated that the current version of RSRD for RFB would not be compatable. He did say a compatable version would soon follow though. Could anyone confirm / deny this. I'm gonna wait until I hear for sure. There's no way I'm going on patrol without RSRD installed!

The last RFB patch was compatible - to my knowledge nothing new that is included in the latest patch breaks this compatibility.

The beta version of this patch I was testing was compatible. ;)

http://www.subsim.com/radioroom/showpost.php?p=1332207&postcount=492
I found this a few pages back:

I do believe this is for the Narwhal only. This patch does not include Donation Narwhal. There will be an additional RFB patch for Donation Narwhal to make it fully compatible with RFB, and I believe this is what Lurker is referring to.

Fish40
04-24-10, 09:54 AM
Sounds good Thor, thanks for clearing that up:up:

bybyx
04-25-10, 02:03 AM
Thanks for the patch Luke. I must confess I like RFB more and more.:DL I am coming from a long trek with TMO an have decided to try RFB.:D So far the only thing I miss in RFB from TMO is the GUI.:hmmm: I have two questions for you and the others that are part of this amazing RFB team :salute:
1. Does the latest patch you released contains "Visual Sensor Rework 1.0"?
2. What other mods can I use with RFB 2.0? Any sound mods that would be compatible? A asked this questions a while back but got no answers. I hope I am not impolite by being repetitive.:oops: My current enabled mod are in this order:
RFB 2.0
RFB 2.0 patch 6Mar2010
RSRD RFB V575
RSRD V5xx Patch1
Hydrophone lines extended ( I am thinking on removing it for more realism)
Nav map make over ( i really like it)
Torpedo speed setting text
Sub Watch Sensors + Scene 1.0
Max Optics IV for RFB 2.0

Many thanks!:up:

TH0R
04-25-10, 02:18 AM
Thanks for the patch Luke. I must confess I like RFB more and more.:DL I am coming from a long trek with TMO an have decided to try RFB.:D So far the only thing I miss in RFB from TMO is the GUI.:hmmm: I have two questions for you and the others that are part of this amazing RFB team :salute:
1. Does the latest patch you released contains "Visual Sensor Rework 1.0"?
2. What other mods can I use with RFB 2.0? Any sound mods that would be compatible?

Hehe, I too would like to see GUI upgrade for RFB. Right now I am using reverse-engineered GUI from TMO, fully compatible with RFB. If you're interested send me a PM.

1. It does, just hop over to the previous page where Luke posted a readme with latest changes.
2. I don't see why you wouldn't be able to use any sound mods with RFB. Just be careful that you don't overwrite Sh.sdl located in the Data/Sound.

EDIT: The 'Torpedo speed setting text' has also been included in the latest patch. ;)

LukeFF
04-25-10, 04:36 AM
Glad you guys are liking the new patch. More work will continue to go into RFB. I'm going to work now on getting the Narwhal up to spec for the mod.

bybyx
04-25-10, 04:47 AM
Thanks for the answers Th0r. I'll be careful with sounds mods. Will send a pm.

bybyx
04-25-10, 06:38 AM
Glad you guys are liking the new patch. More work will continue to go into RFB. I'm going to work now on getting the Narwhal up to spec for the mod.

How will RFB work, now that it is patched, with RSRD? Shall we wait for a new version of RSRD?

lurker_hlb3
04-25-10, 09:35 AM
How will RFB work, now that it is patched, with RSRD? Shall we wait for a new version of RSRD?

Should work ok, the only issue I know of is problems with the crew of the Narwhal class SS, which I may fix in the future when I have time

SkyBaron
04-25-10, 10:11 AM
Thanks for the all the work you guys have been putting into this mod. I really enjoy all the added realism, environment, ship sinking physics, crew management etc., but IMO the only thing that "breaks" the game immersion is the crew speech.

It seems that the speech set #1 is the only one being used with RFB. There's no voice variety. Most of the time the DO, OOD and helmsman use the same voice. Not to mention the infamous repetitions(rudder/rudder, yes sir's):) Are there plans to fix these issues in a future patch? Other than that the mod works great!

BTW, on the readme file it says that the latest patch "Reverted binocular view to stock" but I still have the same one with the reticle.

TH0R
04-25-10, 11:34 AM
BTW, on the readme file it says that the latest patch "Reverted binocular view to stock" but I still have the same one with the reticle.

It should say stock field of view. ;)

berobispo
04-25-10, 04:54 PM
need some help here...

Have RFB 2.0 installed plus RSRD 575, no RFB patch, which way to go? Should I install the patch "6Mar 2010 RFB" prior to installing the latest? And should I install RSRD patch for 5xx?

ps.: I have made some confusing remarks about integrating the GFO map into RFB...Looks like I had a bad RSRD RFB download (don't ask me how, it just happened:hmmm:) that only included about 1/4 of all RSRD data...so I didn't have the RSRD missions or the RSRD map and I confused it with the GFO map, I think.

RFB rocks, keep up the good work!

Sardaukar67
04-26-10, 01:24 AM
need some help here...

Have RFB 2.0 installed plus RSRD 575, no RFB patch, which way to go? Should I install the patch "6Mar 2010 RFB" prior to installing the latest? And should I install RSRD patch for 5xx?

ps.: I have made some confusing remarks about integrating the GFO map into RFB...Looks like I had a bad RSRD RFB download (don't ask me how, it just happened:hmmm:) that only included about 1/4 of all RSRD data...so I didn't have the RSRD missions or the RSRD map and I confused it with the GFO map, I think.

RFB rocks, keep up the good work!

AFAIK, you should install in this order:

RFB 2.0
RFB Patch 23 Apr http://www.filefront.com/16224499/RF...23April2010.7z (http://www.filefront.com/16224499/RFB_2.0_Patch_23April2010.7z)
RSRD 575
RSRD patch

raymond6751
04-26-10, 06:53 AM
This fine mod just gets better all the time.

Much appreciated.

Javelin
04-26-10, 09:03 AM
installed RFB 2.0, new patch, and using TM 1.9. Ship sighted on a clear day, using scope range 1500 yds, still no sound contact Still no sound contact reported at 500 yds.

BillBam
04-26-10, 09:24 AM
installed RFB 2.0, new patch, and using TM 1.9. Ship sighted on a clear day, using scope range 1500 yds, still no sound contact Still no sound contact reported at 500 yds.
You have RFB and TMO installed? Not good, they are not compatable since the do the same thing.

Fish40
04-26-10, 10:19 AM
WOW! Is that a new grumbling diesel engine sound I hear? Started new patrol: Jan,42. Sargo class based in Java. Thanks Luke and the rest of the team!

Fish40
04-26-10, 11:31 AM
I just noticed something. My sonar station lacks the new label tags from the previous version. I'm talking about the " Starbord Projector" label which is next to the green indicator light. The labels are blank again. Same for the Radar station. I have the range numbers, but the tag below that used to have info on it. Now it's blank.:hmmm:



OK, I tested one of the single missions in a later model sub, and all the labels are there. Could it be an earlier model sonar lacks the labels? Can someone verify please. Thanks alot.

TH0R
04-26-10, 01:41 PM
WOW! Is that a new grumbling diesel engine sound I hear? Started new patrol: Jan,42. Sargo class based in Java. Thanks Luke and the rest of the team!

Yes, the latest patch features brand new engine sound, best I've heared so far. :)


I just noticed something. My sonar station lacks the new label tags from the previous version. I'm talking about the " Starbord Projector" label which is next to the green indicator light. The labels are blank again. Same for the Radar station. I have the range numbers, but the tag below that used to have info on it. Now it's blank.:hmmm:


OK, I tested one of the single missions in a later model sub, and all the labels are there. Could it be an earlier model sonar lacks the labels? Can someone verify please. Thanks alot.

Some boats received THIS MOD (http://www.subsim.com/radioroom/showthread.php?t=158706), and some didn't due to incompatibility. Early boast like Sargo didn't get it.

Buddahaid
04-26-10, 11:23 PM
Please correct me if I'm wrong, but I thought the Apr23 Patch was going to solve the Narwhal crew problem.

My mods are as:
RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V%xx_Patch1
New Narwhal K v 1.0

I still have no crew using Narwhal.

TH0R
04-27-10, 04:19 AM
Please correct me if I'm wrong, but I thought the Apr23 Patch was going to solve the Narwhal crew problem.

RFB patch for the Donation Narwhal will be a separate download. As I understand it, Luke is now working on it.

LukeFF
04-27-10, 05:04 AM
WOW! Is that a new grumbling diesel engine sound I hear? Started new patrol: Jan,42. Sargo class based in Java. Thanks Luke and the rest of the team!

Yep. It's taken from Red Orchestra.

LukeFF
04-27-10, 05:11 AM
It seems that the speech set #1 is the only one being used with RFB. There's no voice variety. Most of the time the DO, OOD and helmsman use the same voice.

It's just the way the game randomizes the voices for each crewman. All the different speech sets can be and are used in RFB.

SkyBaron
04-27-10, 10:31 AM
It's just the way the game randomizes the voices for each crewman. All the different speech sets can be and are used in RFB.


Luke, thanks for answering. I guess there's something wrong with my installation then. I ran a test using a program called "Process Monitor" to log what files are being accessed from the sound\speech folder and sure enough only voice set #1 was being used. It didn't matter what mission I chose, what time I started my career or what boat I used. I only have RFB + latest patch installed:

I have multiple SH4 installations using TMO and RFB. I did the same test with TMO and it works just fine. It has more voice randomization, for example in a single mission it would have ChE from set #1, helmsman(using ChE voice) from set #4, NaO from set #3, and WaO from set #2. Maybe TMO has a better speech implementation and RFB uses the default one. I wouldn't know because I never played vanilla SH4.

I'm not a "modder" so this is just a guess but I also noticed that the file CrewMembers.upc has the value Voice= assigned to different numbers in TMO and assigned to NULL in RFB. Would that have anything to do with the choice of which voice to use?

I started playing TMO before trying RFB so maybe I just got used to hearing my crew with different voices :) This is in no way a deal breaker, it's probably just a personal preference. Like I said I really enjoy all the RFB improvements to the game, I was just hoping there was a tweak or something for the voices.

berobispo
04-27-10, 03:14 PM
is it just me or do other have people have their porpoise boats' bow planes being vertical when submerged? i.e. they don't come down, though seem to work properly, diving times and behaviour as before. don't have the issue with other boats.:hmmm:

rfb 2.0
latest patch
rsrd 575
rsrd 5xx

TH0R
04-27-10, 04:33 PM
is it just me or do other have people have their porpoise boats' bow planes being vertical when submerged? i.e. they don't come down, though seem to work properly, diving times and behaviour as before. don't have the issue with other boats.:hmmm:

rfb 2.0
latest patch
rsrd 575
rsrd 5xx

That usually happens when you use high TC. Just save the game and reload, and the bow planes will extract-retract as they should. Nothing to worry about. :) This bug has been present ever since I started playing SH4.

berobispo
04-28-10, 12:54 PM
thanks! you're right, solved the "problem". another thing: I just started my second patrol, late december 1941 in Manila. Already west of Luzon I was DC'ed by a Catalina airplane, flooding etc., didn't sink. I had the gorgeous plan to head due east to shallow waters and repair my boat bottomed. This didn't go as planned. It is possible to bottom your boat in RFB 2.0 without causing continous damage? At the moment I'm still unsure whether to proceed to my patrol area or to retreat to Java, with one engine set damaged 0.15 and not being able to repair them. Also my deck gun is damaged 0.54, I guess no repairing here either and I do need it because of lots of faulty torpedoes to be expected:hmmm:

Also, Manila lost it's tilted anchor and no other base has one. Will I be able to end my patrol in a base of my choice?

thanks!


RFB2.0
latest patch RFB
RSRD 575
RSRD 5xx


edit: ...read the manual...bottoming is NOT advised - would be nice and give a great feeling to bottom your boat repairing damage that might have sunk your boat in deep water, I was forced to re-enact DAS BOOT once in SH3 GWX3 on the continental shelf north of Ireland, felt cool ;-)

but still no idea about the possibility of ending my patrol

TH0R
04-28-10, 01:37 PM
Yeah bottoming isn't a good idea...

Did you say you got bombed by a Catalina plane??

As for finishing the patrol - you can do that only in the home port. In other ports you can refuel / rearm. But not end the patrol.

Best of luck getting home :)

berobispo
04-28-10, 01:52 PM
I don't know if Catalina is the right word, it was an airplane that looked like it could land/take off from water. it quite probably wasn't american, though :D

Bilge_Rat
05-02-10, 01:55 PM
I tried the latest version, RFB 2/apr 23 patch + RSRDC/RFB patch and noticed an odd issue. In the USS Albacore single mission, 2 IJN DDs which were hunting for my boat blew themselves up with their own DCs:

http://img521.imageshack.us/img521/3922/sh4dd001.jpg

LukeFF
05-04-10, 03:21 AM
I tried the latest version, RFB 2/apr 23 patch + RSRDC/RFB patch and noticed an odd issue. In the USS Albacore single mission, 2 IJN DDs which were hunting for my boat blew themselves up with their own DCs:

How deep were you when this happened?

Bilge_Rat
05-04-10, 08:41 AM
How deep were you when this happened?


around 300 feet deep.

I still have the replay if you would like to see it.

Singed
05-04-10, 10:30 AM
Saw something last night that made me laugh, I should have taken a screen shot.

RFB2 with the latest patch and TMO, I decided to cruise around Midway a little for some eye candy since I haven't really done that before. It was getting close to sunset and I have the following thoughts.

Wow this is a beautiful game.
Nice beach.
HEY thats a PT boat closing with me, I love PT boats.
Wow he is really moving.
Umm the rooster tail is in front?
Is he in reverse?
Holy crap he is running backwards!
Must be free beer day at the base!!! Ahead FLANK!

I went in to TC briefly and when I popped back out he was running normally.

Probably just a random glitch from coming out of TC or something similar, certainly not complaint worthy, but I really found it amusing for some reason, maybe the concussions from the depth charges earlier in the patrol.

BillBam
05-04-10, 10:38 AM
Saw something last night that made me laugh, I should have taken a screen shot.

RFB2 with the latest patch and TMO, I decided to cruise around Midway a little for some eye candy since I haven't really done that before. It was getting close to sunset and I have the following thoughts.

Wow this is a beautiful game.
Nice beach.
HEY thats a PT boat closing with me, I love PT boats.
Wow he is really moving.
Umm the rooster tail is in front?
Is he in reverse?
Holy crap he is running backwards!
Must be free beer day at the base!!! Ahead FLANK!

I went in to TC briefly and when I popped back out he was running normally.

Probably just a random glitch from coming out of TC or something similar, certainly not complaint worthy, but I really found it amusing for some reason, maybe the concussions from the depth charges earlier in the patrol.

May be a comflict from running RFB and TMO together

Singed
05-04-10, 12:14 PM
Ugh, my mistake, not TMO... RFB and RSRDC.

Chubster
05-04-10, 02:09 PM
Just starting my first patrol with RFB and initial impressions....love it. The dials are the best I have seen and he interface works well....thankyou :DL

But....there is always a but isnt there

When looking through the binos the bearing marker is barley visible. I have to actually point them at the darker water to see the the marks. Unusable in daytime, although very handy at night. Is there a solution for this I have missed ?

Also...read somewhere in here I am sure about the constant "yes sir" messages and a possible fix....had a search but cant find it now.

The guy is driving me nuts, especially when plotting several search patterns

Singed
05-04-10, 02:29 PM
I agree, dark wire on the scope on a dark night can be frustrating

I added the green filter to the TBT, it is not night vision in any way shape or form but it makes the wire stand out clearly for easier targeting.

Chubster
05-04-10, 02:35 PM
Hmm didnt even think about the dark wire but your right its night now off the Philippines and cant see jack...

So cant see bearing markers through binos against bright sky line at day and cant see periscope markers at night, hmm should make for an interesting patrol :o

Fish40
05-04-10, 04:54 PM
Here's an idea for the next update: A downloadable prescription for Xanax! First patrol in Sargo class, Jan'42, based in Java. Boat is Spearfish, sent to patrol near Tarakan Isl. Kudos to Lurker and RSRD, as I looked up the Spearfish, and her first patrol did take her to Tarakan amongst other areas.

After patrolling the alotted time near Tarakan, I recieved orders to proceed to the chokepoint near Ambon. While en route, I encountered a Japanese convoy with at least ten merchantmen,and five escorts. I was in good position with heavy seas to mask my presence. I ordered periscope depth, and turned on a course to intercept. I timed one of the ships, and concluded the convoy was steaming at 8kts. I chose my targets, set the torpedoes, and fired all tubes (only 4 bow tubes in Sargo). The minutes ticked by. Torpedo is a dud sir! Torpedo is a dud sir! Torpedo is a dud sir! You get the picture. I found myself yelling at my monitor screen:o It's hard not to get carried away!

Hitman
05-05-10, 01:32 AM
I am studying some files and I will try to find a solution for that, so that we have again as in german submarines phosphorescent lines at night, both in scopes and TBT. But it will take some time.

LukeFF
05-05-10, 04:39 AM
around 300 feet deep.

I still have the replay if you would like to see it.

Nah, that won't be necessary.

I'm not quite sure why that DD would be setting his charges to detonate at so shallow a depth (assuming that was the case). Does the replay file show at what depth the depth charges exploded?

LukeFF
05-05-10, 04:41 AM
I am studying some files and I will try to find a solution for that, so that we have again as in german submarines phosphorescent lines at night, both in scopes and TBT. But it will take some time.

Thanks, Hitman. :)

LukeFF
05-05-10, 04:44 AM
After patrolling the alotted time near Tarakan, I recieved orders to proceed to the chokepoint near Ambon. While en route, I encountered a Japanese convoy with at least ten merchantmen,and five escorts. I was in good position with heavy seas to mask my presence. I ordered periscope depth, and turned on a course to intercept. I timed one of the ships, and concluded the convoy was steaming at 8kts. I chose my targets, set the torpedoes, and fired all tubes (only 4 bow tubes in Sargo). The minutes ticked by. Torpedo is a dud sir! Torpedo is a dud sir! Torpedo is a dud sir! You get the picture. I found myself yelling at my monitor screen:o It's hard not to get carried away!

Fun, 'aint it? :D

Chubster
05-05-10, 04:59 AM
Thanks, Hitman. :)

Yep...ditto what he said. :yeah:

At the mo I just cant play it as most of my attacks are at night :cry:

Bilge_Rat
05-05-10, 08:09 AM
Nah, that won't be necessary.

I'm not quite sure why that DD would be setting his charges to detonate at so shallow a depth (assuming that was the case). Does the replay file show at what depth the depth charges exploded?

I will recheck.

Hitman
05-05-10, 01:48 PM
Preliminary tests suggest that the markings for US subs work differently than for german ones. Hence I have not been able to make them turn green by night. I will keep trying, but if it still doesn't work I can make the reticle a dark green, so that it still looks dark at day but is visible at night :hmmm: That was done by Captain Cox and Mav87th in their betterscopes mod and worked well.

Chubster
05-05-10, 04:03 PM
Hitman....is it also possible to change the colour of the bearing markings when looking through the binos on the bridge during bright days. Mine seem to be a very faint yellow and are hardly readable

Bilge_Rat
05-05-10, 08:24 PM
I tried the same mission again and perhaps it was a one time thing. IJN escorts now behave properly and do no blow themselves up. I was a bit too cocky and got detected early and pinned down by the escorts.

1. How deep can this thing go (370 feet and counting, I hope the skipper knows what he is doing):

http://img12.imageshack.us/img12/8625/action001.jpg


2. where are those damn Gaijins?:

http://img195.imageshack.us/img195/86/action002.jpg


keep your U-Boats, I sure love the Pacific...:arrgh!:

SteveUK
05-06-10, 05:54 AM
Sorry for posting a problem :oops:

Not sure if your still wanting to of any sonar glitches at all but have just encountered a Large Modern Tanker that couldn't be picked up on sonar even at 700 yards when crossing in front of me.

Date was 6 June 1942, grid square 143E 3S just north of Dagua, New Guinea.

Was at periscope depth in an S class, 1 knot.

RFB is so good, have had an enjoyable hour chasing down another tanker in my pig boat (both with Davy Jones now :DL) thanks again for all your hard work.

Steve

Hitman
05-06-10, 09:09 AM
Hitman....is it also possible to change the colour of the bearing markings when looking through the binos on the bridge during bright days. Mine seem to be a very faint yellow and are hardly readable

I'm considering a different version of them, which would also put the bearing marker back again in the dark background. :up:

Bilge_Rat
05-06-10, 11:46 AM
I had another issue which I had noticed before and noticed again last night, namely the sub takes much too long to deccelerate.

Say I dive to PD while going at standard speed (15 knots), the sub will be doing 6-7 knots when it gets to PD. If I then order a lower speed, say one-thirds ahead or specific 1-2 knots speed or even All Stop, the indicated speed will deccelerate very slowly.

Even taking into account the inertia of the boat, decceleration of the boat underwater given the friction of the water should be very quick.

BillBam
05-06-10, 12:24 PM
Even taking into account the inertia of the boat, decceleration of the boat underwater given the friction of the water should be very quick.

IMO it is pretty close to right, these boats were made to be very effiecent in the water to reduce drag and increase fuel range. I would expect them to coast for some time, it is normal to hit reverse to quicken the slow down.

Lightning61
05-06-10, 11:39 PM
Can't dl patch :(
file front sucks.

chilly7
05-07-10, 12:54 AM
There is no ammo for deck and AA guns with all submarines
how can i think any ship?

I instaled on a clean version of SH 4 in the following order

RFB_2.0
RFB_2.0_Patch_17April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1

there is no money too

LukeFF
05-07-10, 02:24 AM
There is no ammo for deck and AA guns with all submarines

Yes, there is. Click the HE shell icon.

LukeFF
05-07-10, 02:25 AM
Not sure if your still wanting to of any sonar glitches at all but have just encountered a Large Modern Tanker that couldn't be picked up on sonar even at 700 yards when crossing in front of me.

Date was 6 June 1942, grid square 143E 3S just north of Dagua, New Guinea.

Was at periscope depth in an S class, 1 knot.

I'll look into it. Do note these sonar sets have a "failure" setting programmed into them, so this may be what you were experiencing.

RFB Team
05-07-10, 02:39 AM
First post updated with the most recent patch information and download links.

SteveUK
05-07-10, 04:14 AM
I'll look into it. Do note these sonar sets have a "failure" setting programmed into them, so this may be what you were experiencing.

Thanks luke haven't experienced it since so it probabily was - my fault sorry guys!

LukeFF
05-07-10, 10:46 PM
Thanks luke haven't experienced it since so it probabily was - my fault sorry guys!

No worries - it's not a well-documented feature.

bybyx
05-12-10, 10:08 AM
Hello Luke,:salute:
I love this mod:rock: but I beg you please, can something be done about the GUI? I have to admit, the GUI in TMO is great:D. I must confess, I would like to have the interface from TMO in RFB.:oops:
Ps. What other mods besides RSRD can I run with RFB? ROW Sound is ok? Skins ok?


Thanks!

BillBam
05-12-10, 02:13 PM
Hello Luke,:salute:
I love this mod:rock: but I beg you please, can something be done about the GUI? I have to admit, the GUI in TMO is great:D. I must confess, I would like to have the interface from TMO in RFB.:oops:
Ps. What other mods besides RSRD can I run with RFB? ROW Sound is ok? Skins ok?


Thanks!

It won't break anything to install a mod and see how it works, if you like it keep it if you don't like it or it causes problems remove it.

Chromius
05-12-10, 06:32 PM
Thanks for the 23 April patch, your work and efforts are appreciated.

:up:

Fish40
05-16-10, 02:46 PM
After comeing across this:http://www.subsim.com/radioroom/showthread.php?t=169590, I got to thinking. Is there any possible way to mod different engine sounds for different boats? If you read the article I posted you would see just how many different types of engines were used in the different classes of boats. It would be cool to have a different sound for a H.O.R engine as opposed to a Fairbanks Morse.

Bubblehead1980
05-16-10, 07:33 PM
I have been away for a while, just been super busy at work and with life in general.Just wondering if anything big has happened in SH 4 world as far as mods such as TMO RFB etc , updates from fellow captains in lieu of having to scroll a months worth of postings is a better way to get updated.Thanks in advance.

Bosje
05-17-10, 08:31 AM
To whom it may concern over at RFB HQ

Dear sirs,

after fitting our brand new boat with RFB2.0, patch and sonar lines restoration, we departed Brisbane in march 1943 for our first patrol in enemy controlled waters. Destination: Solomons

A previous career with RSRD under RFB1.52 went on for years without ever encountering any convoys at all and after being somewhat bored by encountering only lone merchants we decided to give this one a try without RSRD; we were in for quite a ride.

Late March, arrived on station in the Bismarck sea. One small freighter sunk without any drama, 2 torpedoes fired, hits for both at a 45 degree AOB shot. Convoy encountered and engaged, 7 torpedoes fired at various targets, 2 misses, 5 duds at angles between 70 and 90 degrees.

March 25th, 22:00. Crew exhausted after the action and reloading the torpedoes, radar reports multiple contacts heading our way. Visual confirmation small fast convoy: 2 great big liners with heavy escort. Surface attack, it was a dark night. Barely managed to line up the stern tubes for a spreadshot, torpedoes fired at slow speeds to ensure enough range and to buy some getaway-time. Runtime over 4 minutes, sneaking away from escorts during torpedo runs. 5 minutes later gunfire heard and seen from Destroyer, starshells all over the place. Gunfire sounded phenomenally impressive!
Sonar reports 2 duds and 2 misses. Dammit! 1 minute later: explosion. Destroyer observed to be on fire and sinking fast by the stern. Extremely lucky residue hit from one of the missed shots! No trouble from other escorts, they never saw us. Extremely pleased about the sensor balance in night conditions! Surface night attacks at long last!

March 29, another convoy encountered, moving ahead of us just before sunrise, flank ahead to get into attack position during the last minutes of darkness. Periscope depth at first light, stern tubes lined up on acceptable solution at 07:00. Fired 2 torpedoes each at 2 large freighters, 7000 and 8000 tons resp.

Dived deep after firing but boats takes a long time to reach 200 ft, slow torpedoes to buy some time, again.
Sonar reports escort coming too close for comfort, silent running, detected nonetheless! Evasive manouvers, sonar reports convoy slowing down and changing course.

Sonar reports one miss and one hit on target #1, and one dud, one hit on target #2. Pleased about hitting both ships but not certain if it will be enough to sink either, assuming hits to the bow due to slowing down and zigzags.

7:20 pinged by escort, depthcharges. Very close! minor flooding and light system damage all across the board. Priority repairs for flooding, flooding contained 7:30. Thermal layer found at 220 feet, silent running.

8:49 escorts never found us again after that initial attack, sinking noises heard way aft, convoy is sailing away over the horizon but we got at least one of them, maybe even both!

stayed submerged for the rest of the day, most damage repaired, all tubes reloaded, total 7 torpedoes remaining: 3 fwd, 4 aft. Surfaced during night, remaining damage repaired over the course of the next 2 days, boat still operational, status report sent

New orders received: photo recon of the Carrier taskforce in Rabaul. Damn, that'll be risky.

March 30th, 21:00. It's a very dark night indeed, perfect conditions for a surface run into Rabaul. Hugging the shore at 12 knots, decks awash.

Destroyer ahead, coming straight at us. Reverse speed ordered, destroyer getting very close but turning away. All stop, destroyer passing 1000 yards on starboard bow. Damn! Resumed forward speed 12 knots, creeping closer into Rabaul base. Shore battery spotted, 1200 yards off our starboard bow. More escorts ahead and port. We are willingly sneaking right in the middle of all their guns. Keep going nonetheless.

22:00 Two flattops spotted at 3000 yards, barely visible in the darkness. No escorts currently near us. Moving closer, photographs taken although they won't show much except blackness. Turning around to get the hell out of there.

22:15 New plan: still no escorts near us, while we are here, we might as well use those last torpedoes. 4 aft tubes fired for spreadshot on nearest flattop. Diving to periscope depth on minimum speed, we don't want to be caught on the surface if all the lights are turned on.
all 4 torpedoes are observed to hit! Carrier keels over, burning all over, we'll count it as beyond repair.

No trouble from escorts or shore batteries, we decide to go for it and run the hell out of the bay on the surface at 16 knots. We make it.

Return trip without incident, docked at Brisbane April 5th.
29.000 tons in the log.

Conclusions: without RSRD it's a way too crowded of course, but I like the whole 'convoy attack / escort evasion' thing so I'll keep things like this for a while.
As for RFB 2.0: Never in my SH4 experience have I come across a mod which is so well balanced on every single front. I consider myself lucky on that patrol: getting relatively few duds and sinking both freighters with bow hits. But I was extremely pleased with the night surface action, the sounds, the looks, the depthcharges, the damage models, everything!

Fantastic work, you have my thanks!

Bosje out :rock:

LukeFF
05-17-10, 10:41 PM
After comeing across this:http://www.subsim.com/radioroom/showthread.php?t=169590, I got to thinking. Is there any possible way to mod different engine sounds for different boats? If you read the article I posted you would see just how many different types of engines were used in the different classes of boats. It would be cool to have a different sound for a H.O.R engine as opposed to a Fairbanks Morse.

Not that I'm aware of.

LukeFF
05-17-10, 10:50 PM
As for RFB 2.0: Never in my SH4 experience have I come across a mod which is so well balanced on every single front. I consider myself lucky on that patrol: getting relatively few duds and sinking both freighters with bow hits. But I was extremely pleased with the night surface action, the sounds, the looks, the depthcharges, the damage models, everything!

Fantastic work, you have my thanks!

Nice report, thanks!

Bosje
05-18-10, 03:48 AM
you're welcome :)

despite what i said earlier, i installed RSRD too. It's just too arcade with convoys all around me all the time. S boat out of Surabaya, fun times.

one problem: All the Dutch vessels i have encountered have their flag upside down. It's blue white red and it's supposed to be red white blue.

is it likely to be RFB or RSRD? don't remember it being an issue in stock

cheers

Fish40
05-18-10, 03:47 PM
Not that I'm aware of.



I was afraid of that Luke. Oh well, it would have been nice.

Chubster
05-20-10, 06:15 PM
Just starting out with RFB and have a question or two. Just stumled upon a troop carier and although it showed up on the nav map as a square...when I zoomed in it dissapeared. The crew had spotted it and it was there just 5000yards away but nothing on the map. How am I supposed to get a speed reading ??

And is it me or is it overly quiet on the sub.....there seems to be no audible indication of speed change, not sure if the helmsman even acknowedges the speed change either?

Also if using TC radio reports are easily missed if you are not actually looking at the message box...TMO drops out or at least slows down I believe when a radio message comes in ??

Bosje
05-20-10, 07:07 PM
the zoom thing is a feature, it means you can use the squares for plotting but with limited accuracy, the best way so far for any mod to realistically do it, together with SH3's OLC Gold :)

personally, i draw a few rough lines on the plot and then I get target data on the target from the TBT or periscope, plot will confirm if my values are somewhat correct.

weide
05-21-10, 10:58 AM
hello, RFB is very good MOD!

but slow fps problem was not solved Alt-tabbing...
I can't play RFB2.0? :wah:

Fish40
05-21-10, 12:31 PM
Post your system specs so we could have a look. My system is far from high end (only 1gig ram) but I am able to run the sim with RFB just fine in most situations. I use a program (FS Autostart) to shut down all background applications that are not needed. In addition, defrag often and be sure there is no spyware on your machine.

msalama
05-22-10, 03:54 AM
but slow fps problem was not solved Alt-tabbing...I had the same problem and tried all kinds of graphics tweaks, etc. and nothing worked. What eventually did, however, was removing the interior, misc, and shaders folders from the mod before installing! Not kosher, I know, but everything seems to work regardless :o

Chubster
05-22-10, 10:11 PM
Done a clean install and noticed starting renown (on normal setting, Dec 1941) is 0, is this correct, only reason I ask is that I am sure there was a value there when I last run RFB

Also, it seems that to refit my sub with Mk10's costs me 100 renown each, again is this intended? Perhaps to force this newbie capt to use those crappy mk14's ?? :hmmm:

@ Hitman re bino bearing indicator. Have you had any further thought on this? Mine is a very pale yellow when viewing against bright blue sky which makes it unreadable. Strange thing is the same indicator on the deck gun is white and perfectly viewable ? Could that not be used ??

Right this capt is off to his bunk....:salute:

Chubster
05-23-10, 04:16 AM
Quick question about the crew as well....sorry if it been brought up. Have read the manual but unless I have missed it doesnt really help.

Again, first patrol Dec 7 '41

My boat seems to be full of petty officers, well 38 of them anyways. Is this correct. I am also trying to swap out a PO but the game keeps telling me I have too many Po's on the boat ?

Hitman
05-23-10, 04:30 AM
@ Hitman re bino bearing indicator. Have you had any further thought on this? Mine is a very pale yellow when viewing against bright blue sky which makes it unreadable. Strange thing is the same indicator on the deck gun is white and perfectly viewable ? Could that not be used ??

I experimented a bit with alternative views, and also made a different TBT for Luke, which he might or not include in further updates. BUt I will be busy for the next weeks with my current main project, which has nothing to do with submarines. I'm doing a full restoration of my old motorbike, a 1998 Lucky Explorer Cagiva Mito :D, which has been stored in a garage for three years.

Here's the quickest solution I came up with, I might make it available if I don't have time to do something else:

http://img541.imageshack.us/img541/3918/rfbbinocs.jpg

Chubster
05-23-10, 04:40 AM
Morning Hitman and cheers for the quick response.....

Now thats better....I like it, could I tempt you to make it available now.:yeah:

Nice bike....but you be careful out there :DL

Chubster
05-23-10, 06:45 AM
Ok, anther wee thing....Just sitting here patrolling an area whilst reading the forums on the lappy. Have TC running at 512. Noticed a change in audio, which usually means something is happening, so straight back to the helm.

Indeed my sub had stopped whizzing around but the clock hadnt and the tc was still set at 512. But my sub was moving normal time. I had no contact reports, no radio messages nothing. What could be the problem.

Happened twice now

Edit...OK I thnik there maybe something wrong with my install...just been attcked by a plane and although my hull damage indicator reports 000 I have critical flooding in the engine room and control room ?? That shouldnt be, should it ?

McHibbins
05-23-10, 01:08 PM
Hm....does the hull damage indicator works with RFB ? I donnīt believe so....RFB handle hull damage in a different way ( read that in the manual I think) :hmmm:

Hitman
05-23-10, 02:52 PM
could I tempt you to make it available now.:yeah:

Here you go: http://www.mediafire.com/?zwodwnwkm2n

ENTIRELY UNOFFICIAL STUFF ... do not blame the RFB guys if you don't like it.

Good hunting :salute:

Chubster
05-23-10, 04:21 PM
Many many thanks Hitman, really appreciate it :yeah:

LukeFF
05-25-10, 02:30 AM
one problem: All the Dutch vessels i have encountered have their flag upside down. It's blue white red and it's supposed to be red white blue.

is it likely to be RFB or RSRD? don't remember it being an issue in stock

It's an RFB problem. I'll get it fixed for the next patch release.

LukeFF
05-25-10, 02:38 AM
Done a clean install and noticed starting renown (on normal setting, Dec 1941) is 0, is this correct, only reason I ask is that I am sure there was a value there when I last run RFB

That's an RSRDC feature.

Also, it seems that to refit my sub with Mk10's costs me 100 renown each, again is this intended? Perhaps to force this newbie capt to use those crappy mk14's ?? :hmmm:Yep, you're right. The instances of fleet submarines taking a load of Mk. 10s on patrol was small, so this was the best way I could simulate this.

LukeFF
05-25-10, 02:39 AM
My boat seems to be full of petty officers, well 38 of them anyways. Is this correct. I am also trying to swap out a PO but the game keeps telling me I have too many Po's on the boat ?

What class of boat?

There is a limit to how many POs a given boat may carry.

etheberge
06-02-10, 02:40 AM
If anyone is looking to have smaller tools on the navigation map with RFB, try this mod.

Details in the thread: http://www.subsim.com/radioroom/showthread.php?p=1409217#post1409217

green_abobo
06-06-10, 04:21 PM
ahoy.

i like what the new patch has to offer 2.0.
the diesels sound great.

maybe someone with modding experience can help. i'd really appreciate it.

don't know why, but alot of the time in RFB 2.0 campaign,when loading game on patrol, after either confronting contacts,or destroying them, save files don't load. they crash to desktop. if i save w/o coming in contact w/ the enemy, it'll load no problem, there are also no problem with autosaves in port loading either.

it doesnt make sense,you'd think that if it were a mod issue,it wouldn't run at all. right?

i'm not overwriting previous saves,but creating new ones each time.

i'm using SH4 gold 1.5 (DVD), windows XP, multi SH4 (not for different installs but for different campaign save files from one mod to the other)

I use jsgme (not the new version) and the only active mods installed in this order are:

RFB_2.0
RFB_2.0_Patch_23April2010
Hydrophone Line Extended-from hydrophone lines for RFB 2.0

any ideas?

saved games are in my documents folder. (in terms of multi SH4) one is SH4 (stock) the other is CUS, which is where my american campaign files are,for use with RFB 2.0.

the SH4 folder is where i keep my german campaign save files,for use with operation monsoon. i'm not running both super mods simultaneously either. it's one or the other.

i think this covers everything. any help at all is greatly appreciated.


thanks again and great job with the mod otherwise.

edit= for chits n giggles i tried a german campaign to see if problems persist and everything loads fine.

Snakeeyes
06-13-10, 01:22 PM
Do deck guns have ANY effect on vessels in RFB???

You can shoot at merchants all day in the noob tutorials and not sink d%ck.

McHibbins
06-13-10, 04:31 PM
Do deck guns have ANY effect on vessels in RFB???

You can shoot at merchants all day in the noob tutorials and not sink d%ck.

Reading the manual will answer your question. Sry, but this was asked so often in the last few weeks now.......

Snakeeyes
06-13-10, 07:07 PM
Reading the manual will answer your question. Sry, but this was asked so often in the last few weeks now.......

Ah Geese man, I'm sorry. I just got back into it yesterday. My bad.

LukeFF
06-14-10, 05:20 AM
maybe someone with modding experience can help. i'd really appreciate it.

don't know why, but alot of the time in RFB 2.0 campaign,when loading game on patrol, after either confronting contacts,or destroying them, save files don't load. they crash to desktop. if i save w/o coming in contact w/ the enemy, it'll load no problem, there are also no problem with autosaves in port loading either.

Not sure on this one. RFB doesn't make any changes to the campaign files.

Snakeeyes
06-14-10, 12:01 PM
Not sure on this one. RFB doesn't make any changes to the campaign files.

I have problems even with NO contacts. I get a stuck screen.

Gorshkov
06-15-10, 02:16 PM
- taken from the last patch readme file: "Re-enabled map contacts." Is that mean all classes of contacts (visual, radar, sonar) are present on the map?

- is it possible to enable TDC symbolic on the Attack Plot?

- Was "No stabilized view" option a historical fact on US subs?

fred8615
06-15-10, 04:41 PM
Just curious, but what ever happened to the idea of releasing the damage model as standalone, for those who want it, but not RFB?

LukeFF
06-17-10, 08:18 AM
Just curious, but what ever happened to the idea of releasing the damage model as standalone, for those who want it, but not RFB?

Too many files to edit. That's the short answer, at least. :)

fred8615
06-18-10, 08:16 AM
Too many files to edit. That's the short answer, at least. :)
Wouldn't it simply be a matter of removing the non-ship related files from RFB? What would need to be edited?

If it's a question of just someone having the time to do it, I could. I have lots of free time.

Brenjen
06-19-10, 01:18 PM
EDIT: OOooooops; Egg on my face lol....I haven't used the optional telegraph because of the fact the last RFB did 10 knots @ standard & I just clicked it again only to realize, the answer to my question had already been viewed by me earlier & I just didn't fully digest what I was looking at. Dum- dee-dum-dum- DUMB!

:oops:......Sorry for the post

Brenjen
06-20-10, 03:06 PM
Aside from forgetting about the naughty meter opposite the telegraph in my last post; I'm having some CTD issues when I enable the april 23 patch. RFB 2.0 runs fine with no CTD's & I'm about to test it with RSRDC & it's patch without the RFB april patch to see what happens.

Here's my "info" -

Windows XP 32 bit
GTX 260
FX-60 cpu
2 gigs of memory
fresh Safe Boot defrag
Newest Nvidia driver with a driver cleaner used between the old & new
Registry tool has been run
Spyware check done with several different tools
Patch downloaded twice to insure it wasn't corrupted

Software installed & enabled in this order

Clean install of SH4 up to 1.5 U-boat add on
JSGME (latest)
RFB 2.0
RFB April patch
RSRDC v5
RSRDC v5 patch 1

I've been using a Gar out of Pearl in '41 & the CTD's have been relatively random as to their locations on the map but always rather quickly after I leave port; I have yet to actually complete a mission in my tests. I have used TC & the exterior camera prior to the crashes as well.

Anyone got any recommendations for me to try to solve this issue?



Edit: HHHmmmmm, maybe I didn't let the Vanilla install & RFB 2.0 run long enough as a stand alone. It crashed without the april 23 patch, with just RFB, RSRDC & it's patch. It ran longer but it still CTD'd

Brenjen
06-21-10, 09:17 PM
Disregard; might have been a heat issue......not that anyone cared lol

Sad to see most people with exp leaving SH4 & being soured by SH5 - this place used to be jumping pretty good. Maybe happy days will come again :salute:


Oh yeah, I'm enjoying the mod RFB combined with RSRDC is all I've played for so long the vanilla version confuses me now :haha:

zinger98
06-22-10, 10:12 PM
Is there a reason that I have no guns at all on any boats with RFB 2.07?

XTBilly
06-23-10, 01:14 AM
Is there a reason that I have no guns at all on any boats with RFB 2.07?

First, at the gun station, you must click a HE round to load it.
Then the reloads are automatic.

zinger98
06-23-10, 06:11 PM
There are no guns at all... as in I can't even get to the gunnery station.

No AA gun, no deck gun.

McHibbins
06-24-10, 11:16 AM
Is it possible to lower the hitpoints for each ship via s3d-editor from 4000 to for example 1500 ? Or are these values involved in other files too so that it leads to an ctd after an hit ingame ?

Second Question : Did you deactivate the big explosions (the eye-candy ones) in the ship.zones ? If so, where ?
I always see small splinter explosions even after a critical hit.

zinger98
06-26-10, 10:59 AM
I did a clean install of SHIV, then put the RFB 2.07 into it.

Fish40
06-28-10, 02:41 PM
To Luke and the RFB Team. First let me say, I love this mod and would NOT play SH4 without it. Now not to sound ungrateful or anything along those lines, but I always wondered why (I can't remember if there ever was) there was no authentic sound for the Fairbanks Morse engines? I'm sure you are familiar with this site: http://hnsa.org/sound/index.htm If you scroll down to the sounds of the Pompanito, you will find a clip of the start and run up of the Fairbanks Morse. Couldn't this somehow be used in RFB?

Also I recognised several other sound clips that were in RFB in the past. Don't know why they were ever taken out:hmmm:

B_MACH
06-29-10, 03:44 PM
To RFG Team, I been playing with RFB 2.0 plus the April update and RSRDC mod.

1. No surface search Radar contacts on PPI display when they are on the displayed map. This occured in 1942 on Gato sub and in 1943 on Balao sub.
2. Setting still(0 knots) on the surface all day long fuel decreases. If submersed.at zero knots, battery supply does not decrease. The limiting factor seems to be the CO2 level.