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Bubblehead1980
06-29-10, 04:28 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.


I had same issue with SJ radar in RFB as well.

fuel decreases even if youre sitting on surface because diesels are still on, using fuel to power your sub.You use less fuel sitting still but it still uses fuel.Your engines are never OFF

Sardaukar67
06-30-10, 05:16 AM
BTW, are the best skills for crew members in Damage Control team still as in RFB manual, mechanical and electric? or has this changed in last versions?

Gorshkov
07-02-10, 11:38 AM
Does this mod change enemy AI toughness? You know, something like fearsome Duci's destroyers, lurker's ASW planes... ;)

Gorshkov
07-03-10, 05:45 AM
I also cannot see radar contacts on PPI radar display (RFB+RSRDC).

LukeFF
07-07-10, 01:13 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 ?

You can, but the side effect is that the torpedo damage model will not work right.

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.

Not that I'm aware of.

LukeFF
07-07-10, 01:17 AM
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?

The reason I don't use the audio sample from the Pamapnito is that it is recorded (obviously) in one of the diesel compartments. As we don't have 3D diesel compartments in SH4, I wanted to use a sound that simulated hearing the diesels in other compartments with the bulkhead doors shut, as like the 3D interior model shows.

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

I just didn't like them. A case of something that I thought was great at first that I didn't end up liking later. :88)

LukeFF
07-07-10, 01:20 AM
BTW, are the best skills for crew members in Damage Control team still as in RFB manual, mechanical and electric? or has this changed in last versions?

Aye, mechanical and electrical are the two most important skills for damage control (equally so).

LukeFF
07-07-10, 01:20 AM
All: I am trying to get the latest patch uploaded to the Subsim server, but I'm running into a glitch at the moment. Once it is sorted out I'll get the file uploaded.

aso544
07-11-10, 05:40 PM
Im experiecing graphic issues. It seems when looking at escorts, iIget a weird blocky prism that blocks my view through the periscope. If I move it out of my field a view, everything is fine. I can look at merchant ships just fine. I also experienced this once while looking at the radar screen.

Any one had this issue before. Im running it at 1280X1024 60hz and never expeirenced this with any other mods. I currently have RFB2.0 and the 2.1 patch...thats all.

I also noticed when looking at them on the horizon thay have a square block around them as well.

thanks,
ASO544

McHibbins
07-12-10, 04:40 AM
A solution for such issues might be sometimes alt tabbing out/in the game.
Works for me all the time.

Gorshkov
07-19-10, 02:13 PM
All: I am trying to get the latest patch uploaded to the Subsim server, but I'm running into a glitch at the moment. Once it is sorted out I'll get the file uploaded.

Have you solved this problem yet?

SteveG75
07-22-10, 09:09 AM
Started a new career in Sargo class USS Sailfish. Ahead standard is giving me 16 knots and a range of about 4,000 miles. This seems a lot faster/shorter than it should be. Going to 1/3 or 2/3 does not increase range at all. My references show an advertised range of 10,000 miles at 10 kts.

Now doing a Balao. Standard is 14 kts and 4600 miles.

How do I get my long ranges back?

Gorshkov
07-22-10, 09:40 AM
Yes, range/speed performance of Fleet Boats is really messed-up in SH4. Try TMO 2.0 - Duci wrote here lately he found very interesting fix of that issue during working on TMO. I tried his 9D2 Beta mod yesterday and I must say Type IXD submerged range value is as real thing! I am not sure about RFB 2.0 though...maybe next patch will fix this.

Anyway in real life 10 kt was optimal surface speed for Fleet Boats so you should get mentioned 10000 miles range easily...

ETR3(SS)
07-22-10, 11:31 AM
You can also manually order a set speed. Click the button to switch the Engine Order Telegraph to the Knotmeter and then click the speed that you want on the Knotmeter.

Gorshkov
07-23-10, 05:29 AM
Well, from the last patch readme:

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

Cukier
07-26-10, 07:45 AM
Mod is OK, but: 200 yrds before destroyer at night and NOTHING!!!! See it in single mission - s42. My boot is unvisible at night!!!!!!

PS. sory for english

Cukier

swdw
07-30-10, 08:38 AM
Just noticed Neal has the 1.52 linked in his list of popular mods. Sent him a PM

Gorshkov
07-30-10, 01:19 PM
Well, more links need update there. :know:

LukeFF
07-31-10, 01:42 AM
Just noticed Neal has the 1.52 linked in his list of popular mods. Sent him a PM

Thanks. :)

fitzcarraldo
08-06-10, 12:12 PM
I use SH4 1.5 plus TMO 2.0 plus RSRDC, and SH4 1.5 plus FOTRS (in other installation); in both I have some problems (CTD in ports, for example. My machine runs SH4 very good at 60 FPS, no memory or graphic card problems...I´m tired with the CTDs...). Now, I want to try, for the first time, the RFB.

Some questions:

Compatibility with RSRDC? I read about some problems in this forum...

Environmental mod? I read RFB has some environment mod included. True? If not: the Pacific Environment 4.0 is OK, or the Real Environment (Carotio´s, both mods).

Many thanks!

Fitzcarraldo

mobucks
08-11-10, 11:54 AM
Mod is OK, but: 200 yrds before destroyer at night and NOTHING!!!! See it in single mission - s42. My boot is unvisible at night!!!!!!

PS. sory for english

Cukier


I have same issue. Night time, 100% visibility, calm seas, clouds partial. Weird though, My men are calling out ship spotted left right and center, while i'm casually motoring by a jap convoy, (<1km so my crew can "see" them, they however act like I am not there (the 3 DDs)

Could this not have anything to do with the environment mod(w/e included w/ RFB)? Because my crew can see them? Maybe the sensors mod?

Stoli151
08-16-10, 07:00 PM
I was approaching crush depth in a balao class sub and set the depth gauge to 450ft. I wanted to go past 450 so I used the d key but my sub started to rise. If i am above crush depth my sub will only go to crush depth 400ft if I use the d key. Is this stock behavior or rfb? No damage to sub when this happened. SH4 1.5 RFB 2.0 and April patch are only mods. In sh3 you could use the d key until you committed suicide, was not expecting this. If there is a way to go deeper can somebody let me know. Maybe the game is trying not to let me kill myself but it would be nice to test out the limits of the sub. Great mod by the way love the damage model. The first time I tried to finish off a tanker and got sunk by a hit from his deck gun i was hooked. Realistic effect. Not invulnerable anymore.

LukeFF
08-26-10, 02:29 AM
Compatibility with RSRDC? I read about some problems in this forum...

There is a version of RSRDC fully compatible with RFB.

Environmental mod? I read RFB has some environment mod included. True? If not: the Pacific Environment 4.0 is OK, or the Real Environment (Carotio´s, both mods).

RFB has its own environment mod, which is an adaptation of PE.

LukeFF
08-26-10, 02:30 AM
Oh, and for those who've had trouble downloading the patch for RFB, there is now a link to download it here from Subsim. Check the first post here for details.

TheBeast
08-26-10, 04:52 AM
I was approaching crush depth in a balao class sub and set the depth gauge to 450ft. I wanted to go past 450 so I used the d key but my sub started to rise. If i am above crush depth my sub will only go to crush depth 400ft if I use the d key. Is this stock behavior or rfb? No damage to sub when this happened. SH4 1.5 RFB 2.0 and April patch are only mods. In sh3 you could use the d key until you committed suicide, was not expecting this. If there is a way to go deeper can somebody let me know. Maybe the game is trying not to let me kill myself but it would be nice to test out the limits of the sub. Great mod by the way love the damage model. The first time I tried to finish off a tanker and got sunk by a hit from his deck gun i was hooked. Realistic effect. Not invulnerable anymore.

I think the Dive command takes you to Test Depth.

Try using the Depth gauge in the conning tower, it goes to 600'.

Bosje
08-28-10, 04:46 AM
I think the Dive command takes you to Test Depth.

Try using the Depth gauge in the conning tower, it goes to 600'.

where is this depth gauge you speak of? the only depth gauge in my balao conning tower goes to 165 ft

alternatively: how do i make it so that the D command takes me to a limitless deep dive (or a shiftD perhaps, like once existed in TMO)

Bosje
08-29-10, 04:06 AM
1943, night of may 31st/june 1st, 50 nm south of Hongkong

sank 4400 freighter heading south at 8kts
hours later, further south, identical freighter spotted, exactly on the track of the one i sank, heading south at 7kts
sank that too, got no credit
it went down 1000 yards in front of me, sun had risen, i was surfaced.

note: finished it manually with the deck gun which had no crew slots (stupid fekking bug)
i know sometimes the credit fails but this one was really weird: did the same ship generate twice? did it screw up because of the gun crew issue? i'm stumped

and then this:
an hour later, different freighter, 7000tons, submerged attack, pinged for range... ctd
second time i get a ctd when using active sonar, is that a known issue?
or was my game destined to fail because of the previous weirdness?

i reloaded the last save, few days before, some 300nm away. no problems running so far except i lost some nice tonnage.

mods:
RFB 2.0, patched
hydrophone lines extended
RSRD, patched
navmap make over 1.1
edited commands.cfg (enabled as a mod through jsgme)
gato skin

TheBeast
08-29-10, 11:53 PM
I have had BB and CV come back after sinking them and you get no credit for sinking them again. All you do is waste a torpedo.


where is this depth gauge you speak of? the only depth gauge in my balao conning tower goes to 165 ft

alternatively: how do i make it so that the D command takes me to a limitless deep dive (or a shiftD perhaps, like once existed in TMO)

I am using Vicker's Interior MOD for TMO. The depth gauge goes to 600' in the Tower and Control Room.

If you want the "D" Key to dive until you crush. Edit the Data\Submarine\NSS_<Class>\NSS_<Class>.CFG file and set the crush depth to 1000 meters.

Bosje
08-30-10, 02:59 AM
that will only make the red line on the gauge disappear and make the sub dive deeper, but the sub's hull will still crush at the original depth?

or will that change the actual crush depth? making the sub invincible?

i didn't think TMO stuff was compatible with RFB, cool i'll give that interior mod a try

one more thing: i have multiple installs and yesterday i loaded up some careers in TMO and Operation Monsun in between things, to mess about a bit. then i went back to RFB and my balao, gato and gar submarines suddenly show an endurance of 11.000 miles at 10 knots, which i thought should have been 15.000 miles.
how did i mess up my files???
(and which file handles those values and what should those files say, so i can check it)

LukeFF
09-02-10, 04:11 AM
i didn't think TMO stuff was compatible with RFB, cool i'll give that interior mod a try

It's not compatible.

Liberatus
09-04-10, 05:22 AM
If the RFB will be developed more? Sorry my english is weak.

Stoli151
09-12-10, 08:38 PM
I was also invisible at night. Half moon, calm seas, no clouds or fog. I cruised right into a task force at night. I cruised right along side an escort at 100 yards no reaction also decided to bump into him no reaction. Finally I opened fire on him with my deck gun then he stupidly looked around with his searchlite and returned fire. I was playing a US campaign with 1.5 installed and RFB 2.0 and april patch only. I know you RFB guys are getting burned out on this mod. But I think this mod is really great. If you could look at this issue and find a fix that would be awesome. Thanks for the good work.

LukeFF
09-13-10, 05:49 AM
If the RFB will be developed more? Sorry my english is weak.

Not much more at this point.

Cukier
09-14-10, 05:45 AM
I was also invisible at night. Half moon, calm seas, no clouds or fog. I cruised right into a task force at night. I cruised right along side an escort at 100 yards no reaction also decided to bump into him no reaction. Finally I opened fire on him with my deck gun then he stupidly looked around with his searchlite and returned fire. I was playing a US campaign with 1.5 installed and RFB 2.0 and april patch only. I know you RFB guys are getting burned out on this mod. But I think this mod is really great. If you could look at this issue and find a fix that would be awesome. Thanks for the good work.

Yes, its ANTIREAL MOD, stock is better, damage system sub, ships is ok, but AI visual is ANTI REALL (MAYBE MODERATORS CAN SEE it). Put sim.cfg from stock and now you have REAL.

tater
09-14-10, 09:43 PM
Yes, its ANTIREAL MOD, stock is better, damage system sub, ships is ok, but AI visual is ANTI REALL (MAYBE MODERATORS CAN SEE it). Put sim.cfg from stock and now you have REAL.

The proper response to thinking that a given mod has some problem or other here is simple. The trouble is that the USUAL simple response is to whine about it.

The actual, simple solution is to fix it.

Sounds simple, but it takes work. Saying stock sim.cfg works better is OK, but you really need to test that statement, and demonstrate it. Release the mod, then get feedback. Set some good test missions that show that attacks work properly, but also that the ASW assets actually respond.

Hitman
09-15-10, 07:18 AM
When I did the revised sub watch sensors for RFB I noticed already that something was not working well. Thinking about it, I came to the conclussion that the excellent NYGM visual sensors mod was introduced before the environmental mod, and since this last one will affect the sensors, that's probably the reason why they have been further toned down in RFB.

As tater says, the job is not much difficult but requires a lot of testing, as I did for the sub watch visual sensor revision. May be in the future, when I'm free of other tasks I will take a look at this, but if someone steps forward and does it instead ... the better then :yep:

Stoli151
09-15-10, 05:59 PM
Can a person that is not a modder disable the environment portion of the mod and test to see if that's the case? The stock environment was fine with me anyway. I just like the damage model and general gameplay. I have no idea how to go about doing this or if it can be done. If its simple can somebody explain to me? If not I certainly don't expect somebody to waste their time trying to explain. Sorry for my ignorance.

Hitman
09-16-10, 01:15 AM
It's very easy, you just need to copy from the stock game the file scene.dat found in "Silent Hunter 4/Data" and all the "Env_Colors ... dat" (3 files) and "Sky_Colors ... dat" (3 files) from "Silent Hunter 4/Data/Env".

Make a back-up!

The only problem is that this will screw the own submarine watch sensors I revised.

Stoli151
09-16-10, 07:12 PM
Okay I will try that and see if it seems to make things work better. Also see if I can change back those sensor settings for the watch and see what happens. If I get any positive results I'll post it here. Thanks

Treetop64
09-30-10, 03:40 PM
Just DL'd the new April Patch. Love the new diesel engine sounds; much more real and really puts you on the boat. That muffled grumbling is how I remember the USCGC Courageous (WMEC 622), which had a pair of diesels.

Also "appreciate" the adjustment to the alarmingly high dud rates for the early war Mk14s. :dead: They get sorted by mid '43, but I have a long way to go until then!

:up:

LukeFF
10-01-10, 06:17 AM
Would it be possible to use your damage system on a different mod setup? Would be really great, been hoping for a new natural sinking mechanics mod since 1.5 was released:up:

No, it would be too much work. Too many files related to one another that would have to be changed.

Stoli151
10-01-10, 01:31 PM
Okay. I seem to be getting very positive results by disabling the environments mod. I just removed the scene file and env file right out of the mod and the sensors file from the april 23 patch then reenabled using JSGME. Now when I get within what seems to be a reasonable distance on a well lit night escorts react to me.Unfortunately, if you liked the environment mod, doing this will revert the environment back to stock, obviously. If anyone else is having the issue where the AI is not detecting you on the surface at all at night this seems to fix it. I don't know if i did this properly but it seems to work for me. It also seems to have cleared up the issue of no PPI contacts that some people were reporting because I have them now although the dot on the PPI is tiny, so you really have to look for it.Unfortunately I lack the modding skills to make the environment portion work better but this is a quick fix for anyone else out there having similar issues but doesn't care about or prefers the stock environment. I am really loving this mod now so thanks to the RFB team and thanks to Hitman for his advice.

TheBrauerHour
10-16-10, 09:11 PM
Ok I am getting back into SH4 after a year long break. Just so I am on the right track, I need to download:

RFB 2.0
RFB 2.1 patch
RSRD For RFB v575
and the v5xx_patch1

Is that all the most current stuff so I can have a great immersive experience?

I am really looking forward to playing this game again.

*edit* I loaded these up. Very nice work! I really like the feel of this mod.

Forensicman101
11-07-10, 09:42 AM
I tried out RFB, but the dials at the bottom right side of the screen were so large that they obscured all but one of the AA gun crew positions, which means that I'm unable to man the AA guns. Is there a fix for this?

fitzcarraldo
11-07-10, 12:10 PM
I´m a newbie with RFB (I use TMO 2 plus RSRDC now), and I´m trying RFB 2 with RSRDC. I want to know if RFB plus RSRDC is compatible with Pouls sounds and EAX sounds. :hmmm:

I´m reading the Manual of RFB now and the damage model seems a great work. :yeah:

The mod- I´m seeing- has and environment submod included. What is it: Real Environment?

Many thanks and best regards.

Fitzcarraldo :salute:

Forensicman101
11-10-10, 06:29 AM
I solved the problem of the large dials obscuring the AA crew: with the number lock on, if I hit the Del key the menu bar and dials disappear.

For those who like to have a ready reference when playing, here's a link to a MS Word file that I've produced that lists the RFBv2 ships tonnages and drafts:

http://www.filefront.com/user/forensicman

fitzcarraldo
11-10-10, 08:41 AM
I solved the problem of the large dials obscuring the AA crew: with the number lock on, if I hit the Del key the menu bar and dials disappear.

For those who like to have a ready reference when playing, here's a link to a MS Word file that I've produced that lists the RFBv2 ships tonnages and drafts:

http://www.filefront.com/user/forensicman

Another possible solution is make some change to GUI as maked for TMO (Beta Update). The AA guns crew is free of the dials.

Regards.

Fitzcarraldo :salute:

LukeFF
11-16-10, 05:48 AM
I´m a newbie with RFB (I use TMO 2 plus RSRDC now), and I´m trying RFB 2 with RSRDC. I want to know if RFB plus RSRDC is compatible with Pouls sounds and EAX sounds. :hmmm:

Depends on what files those two mods overwrite.

The mod- I´m seeing- has and environment submod included. What is it: Real Environment?

Yes, it's the latest environment work done by kriller.

fitzcarraldo
11-16-10, 07:55 AM
Depends on what files those two mods overwrite.



Yes, it's the latest environment work done by kriller.

Many thanks for the answers.:up:

Regards.

Fitzcarraldo :salute:

itman
11-22-10, 08:05 AM
I'm not sure if it's RFB related or not.

I'm in the balao-class right now and when I'd check the crew-screen theres a crew member from the control-room showing up in the conning tower. This happens just on the third shift.

I have arranged the crew like this:
http://www.subsim.com/radioroom/%3Ca%20href=http://img641.imageshack.us/i/sh4img20101122133347250.png/%20target=_blank%3E[IMG=http://img641.imageshack.us/img641/4517/sh4img20101122133347250.th.png]
http://img641.imageshack.us/i/sh4img20101122133347250.png/][IMG]http://img641.imageshack.us/img641/4517/sh4img20101122133347250.pnghttp://www.subsim.com/radioroom/%3Ca%20href=http://img641.imageshack.us/i/sh4img20101122133347250.png/%20target=_blank%3E[IMG]http://img641.imageshack.us/img641/4517/sh4img20101122133347250.pnghttp://asdf.comhttp://img641.imageshack.us/i/sh4img20101122133347250.png/][IMG]http://img641.imageshack.us/img641/4517/sh4img20101122133347250.th.pnghttp://img641.imageshack.us/i/sh4img20101122133347250.png/http://img641.imageshack.us/img641/4517/sh4img20101122133347250.png

and a third man shows up in the conning tower

http://img202.imageshack.us/img202/9087/sh4img20101122133222156.png

That guy should go to his duty in the control-room. So how could I send him down to the control-room?

This does not affect gameplay - you know - we just can't have some guy running around and does duty wherever he likes to do duty...

cheers itman
http://%3Ca%20href=http://img641.imageshack.us/i/sh4img20101122133347250.png/%20target=_blank%3E[IMG]http://img641.imageshack.us/img641/4517/sh4img20101122133347250.th.png

Bubblehead1980
11-22-10, 03:39 PM
Have they made it where can dive below 450 yet? 600 foot depth gauges were badly needed in RFB last time I played.Going to load up RFB again soon so hoping can take Balao or Tench deep.

TaipaN_
11-25-10, 11:48 PM
With RFB 2, the planes spin and blow up or crash after passing me. Is this a bug or are my AAA gun guys so good I didn't even hear them shoot?

Also destroyers damage themselves somehow even in the deep. What could cause this? I looked up scope and one was on fire!

mgkaro
11-26-10, 08:38 PM
Hi guys,

Just installed SH4 today for the first time, (after months of playing steel fury) and followed all the instructions.
Right now I have the following problem: RFB 2.0 enabled and the game starts, I can click on training missions without a hiccup.
But if I activate RFB 2.0 together with the April 23rd patch, I get a ctd the moment I click on training missions.

Apologies if the solutions has been already posted, been going through the pages but didn´t find anything. Any help appreciated.

thanks

edit: some more information: I run win7-64. Finished the first training mission with RFB 2.0. Retried the patch. to no avail. I get a ctd on training mission, campaign, single missions. The only thing that works are "options" and "load".

Kongo Otto
12-11-10, 07:38 PM
Hi i have downloaded the mod (RSRD) and was on my first Mission and the following Problems occured:

1. I have no Hogans alley
2. When Boat submerged and not at General Quarters i have just one sailor manning the diving planes.
3. My map became pink, short afterwards the whole Screen went yellow and i had a ctd. This happened when i switched from the Bridge back to the map.

Submarine in use: USS Porpoise
Date: Dec 9th 1941 on way back to Pearl harbor
Mission: Exercise and Deep Diving Trials off North Midway Island

My Mods:

RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
RSRDC_RFB_Pre Pearl Harbor Career Start


Edit by Dec 12th :
Cleaned game of my HD and did a new install. Works fine.
No more problems.

malandrino6902
12-13-10, 08:04 PM
Not sure if doing this right, hope i ,am in the right forum. Question: Can a change the german periscope wiew back to vanilla, whith the grades and lines, as in sh3, still keeping rfbf which i think is a great mod.

Kai Lae
12-15-10, 03:38 AM
Hi, need some help with RFB 2.0. Actually installation of RFB period. When I attempt to install any of the mods (tried 1.52 and 2.0) using JGME, it apparently installs the mod correctly, but when it loads up, get the following:

"File not found: data/menu/data/black80.tga"

this is in a popup menu. I can hit ok to override it but it comes up again. Hitting ok enough times then causes a different message to come up.

I have windows 7, and it's pretty notorious for not doing what you tell it to do with installation to the program files directory, so I assumed this might be what it was about. I copied the entire game directory to desktop and totally reinstalled it. No go either same result. At this point I'm not sure what else to try could someone please help me?

Fish40
12-15-10, 12:02 PM
Hi Kai Lae, I'm useing RFB with Windows7 with no probs. A couple of things to remember: First, with Windows 7, do not install SH4 in the x86 folder. Create a folder directly on the C drive, and install there. Secondly, be sure to run the program with Administrator rights. Thirdly, mabey there is a corrupt file. I would re-download and re-install the mod. That's all I could think of right now. As I said, I'm running the game and RFB with Windows7 without a hitch. Good luck.

Kai Lae
12-15-10, 12:25 PM
Hi Kai Lae, I'm useing RFB with Windows7 with no probs. A couple of things to remember: First, with Windows 7, do not install SH4 in the x86 folder. Create a folder directly on the C drive, and install there. Secondly, be sure to run the program with Administrator rights. Thirdly, mabey there is a corrupt file. I would re-download and re-install the mod. That's all I could think of right now. As I said, I'm running the game and RFB with Windows7 without a hitch. Good luck.


You would seem to be the perfect person to help out then :) First I got the game on the cheap from steam, so it installed automatically to the steam directory (x86). I had no choice in the matter. Not sure what I can do about that. In practice in the past if I suspected that trying to copy files was running into permission issues I would just cut the game directory to my desktop and try again, which would fix the problem usually. This didn't happen this time so I think not. As for running as admin, which program? I have already tried running JGME as admin w/o effect. I don't think running silent 4 as admin would have any effect, as it seems issue is with the mod installation itself. Silent 4 works stock, just not the mod. As for a corrupt install, that would make sense other than the fact it's now done it twice. Originally I downloaded 1.52 (didn't realize that there was a 2.0) and tried that, and I got the same error messages. I then assumed fault was with the fact I was using outmoded version, downloaded 2.0, and same thing. It should be noted if you hit ok to all the warning popup boxes (many many boxes) eventually the game CTD's.

Since you got it working on your end, perhaps if you wrote up exactly what you did to get it running I could just copy what you did, and fix the issue? I suspect the problem is actually quite simple to resolve but without knowing the next logical step to take, it will be quite difficult to do so. I strongly suspect I must be UR DOING IT WRONG but IDK what I need to do.

Hmm...bilge rat as a title...could be worse. Could say A-Gang :haha: And I sure have cleaned enough bilges to last me a lifetime...

Fish40
12-15-10, 01:41 PM
I'll try to help, but I'll tell you now, there are smarter people out there that will hopefully read this and lend a hand. OK, dumb question: Unless I missed it, you are running 1.5 version of the game, with the U Boat missions correct? As for the Steam version, I really have no experience since all my games have been purchased on disc. When you install, are you sure there is no option to install to another directory other than the default? I do know from the advice of many others, that installing game programs in the x86 directory has a tendency to cause problems. If you refer to the "Stickied" thread in the SH4 Fleetboat Mods forum, I believe there is a topic on installing the game in Vista and 7. I used this guide with my own install.

As for which program to run as Administrator, I am referring to SH4 itself. Make sure your SH4 shortcut on your desktop points to SH4 exe., and not SH4 gui. This will also cause problems. Right click on the shortcut to assertain the info. Also after right clicking, find the "Compatability" tab, and once there, you will find the option to run the program as Administrator. I hope this helps alittle. Hopefully someone smarter will stop in and lend a hand.

Kai Lae
12-15-10, 04:04 PM
I'll try to help, but I'll tell you now, there are smarter people out there that will hopefully read this and lend a hand. OK, dumb question: Unless I missed it, you are running 1.5 version of the game, with the U Boat missions correct?

Yep, picked up the whole shebang on the cheap. IMO good way to make a game budget go extra long, because good old games also have fully formed mods, are fully patched, etc.


As for the Steam version, I really have no experience since all my games have been purchased on disc. When you install, are you sure there is no option to install to another directory other than the default?

As far as I know, when you download it it automatically extracts itself to the steam directory and there's no way around that. Steam is great in that you can just right click from your chair and get a new toy. Not so great in that you then have to deal with potential steam problems as well.


I do know from the advice of many others, that installing game programs in the x86 directory has a tendency to cause problems. If you refer to the "Stickied" thread in the SH4 Fleetboat Mods forum, I believe there is a topic on installing the game in Vista and 7. I used this guide with my own install.

As for which program to run as Administrator, I am referring to SH4 itself. Make sure your SH4 shortcut on your desktop points to SH4 exe., and not SH4 gui. This will also cause problems. Right click on the shortcut to assertain the info. Also after right clicking, find the "Compatability" tab, and once there, you will find the option to run the program as Administrator. I hope this helps alittle. Hopefully someone smarter will stop in and lend a hand.

As I said I don't know a way around the install to X86 directory issue as you're not given a choice in the matter. What I've found is that if you believe this is a problem, cut/paste the whole directory to a place that doesn't have the annoying permission issue (desktop works well) and do whatever you need to do there, then cut/paste the whole shebang again back where it was originally. Tried that this time, didn't work. As for the shortcut, it's very odd since it points to a URL instead:

steam://rungameid/15200

Properties doesn't even say it is a shortcut actually. Oddly my other steam games don't share this configuration (civ 5 for example). Not sure what to make of this. Because of this none of the options you're talking about are available. Personally I doubt that this would help as the actual game works fine, it's only the mod that doesn't seemingly install correctly.

Hopefully someone knowledgeable will show up fast who knows what is up with these error messages, because the mod itself looks great and do want.

Rip
12-15-10, 11:49 PM
The steam game folder can be moved. Just copy the directory the games are in to another location then change the location in the steam client. You may need to delete content on SH and re-download it not sure.

I have moved my steam games folder to new drives a few times.

Liberatus
12-16-10, 03:33 PM
Is the problem the invisibility of submarines relates to every night, cloudless and windless weather in night?

Swabbie
12-17-10, 05:08 PM
I downloaded and installed this mod as per the directions. Started a new campaign, Dec 41, Asiatic Fleet, S-Boat. Going to the crew management screen. I find the control room is manned by all machinist's mates. Is this a bug or just me?

Stoli151
12-19-10, 08:51 PM
Liberatus refer to post 793 in this thread. It was my solution to the invisibility issue and it seems to work for me.

LukeFF
01-13-11, 04:21 AM
I downloaded and installed this mod as per the directions. Started a new campaign, Dec 41, Asiatic Fleet, S-Boat. Going to the crew management screen. I find the control room is manned by all machinist's mates. Is this a bug or just me?

As intended. :) Machinist's Mates manned the trim and drain manifold and the "Christmas tree" panel, with its accompanying controls. In addition, one Electrician would be monitoring the circuit boards in the control room (so far as my research shows). Since SH4 does not differentiate between machinist's and electricians, all the default crewmen in the control room will be depicted as machinists.

keltos01
01-13-11, 06:42 AM
As intended. :) Machinist's Mates manned the trim and drain manifold and the "Christmas tree" panel, with its accompanying controls. In addition, one Electrician would be monitoring the circuit boards in the control room (so far as my research shows). Since SH4 does not differentiate between machinist's and electricians, all the default crewmen in the control room will be depicted as machinists.
http://img502.imageshack.us/img502/7562/crewus.jpg (http://img502.imageshack.us/i/crewus.jpg/) -


Harley Cope "Battle Submerged, submarine fighters of wwII"

irR4tiOn4L
01-18-11, 03:29 AM
What is the status of the Narwhal in RFB 2.0? For 1.52 I read the Narwhal didnt have a proper damage model (or crew for that matter), and although there is a 'hacked' Narwhal in RFB 2.0, it doesnt have proper crew or slots, has 4 inch instead of 6 inch guns and I dont think it has a proper damage model. Thats without including the Subsim Narwhal contest mod, which loses crew entirely.

I hate to be rude or unappreciative but id like to know if there is a mod or soon to be a mod to make the Narwhal work in RFB 2.0, and whether it has a proper damage model, or how long it will be before its made compatible.

Id like to know because id love to start a campaign with her, but if shes not working right ill start a campaign with a normal ship instead.

Thanks

JREX53
01-18-11, 10:37 AM
What is the status of the Narwhal in TMO 2? For 1.52 I read the Narwhal didnt have a proper damage model (or crew for that matter), and although there is a 'hacked' Narwhal in TMO 2.0, it doesnt have proper crew or slots, has 4 inch instead of 6 inch guns and I dont think it has a proper damage model. Thats without including the Subsim Narwhal contest mod, which loses crew entirely.

I hate to be rude or unappreciative but id like to know if there is a mod or soon to be a mod to make the Narwhal work in TMO 2.0, and whether it has a proper damage model, or how long it will be before its made compatible.

Id like to know because id love to start a campaign with her, but if shes not working right ill start a campaign with a normal ship instead.

Thanks

Why are you posting this in the Real Fleet Boat (RFB) thread if you are talking about TMO????

irR4tiOn4L
01-19-11, 04:26 AM
Why are you posting this in the Real Fleet Boat (RFB) thread if you are talking about TMO????

Oh sorry, that was a typo. I meant RFB 2.0.

I am definitely referring to Real Fleet Boat and the included "hacked" Narwhal, as well as the one from the Subsim competition. Both do not seem to work correctly with RFB

EDIT: Lol im quite impressed that i managed to type "TMO" instead of "RFB" no less than three times. Very consistently wrong there!

keltos01
01-19-11, 01:25 PM
Oh sorry, that was a typo. I meant RFB 2.0.

I am definitely referring to Real Fleet Boat and the included "hacked" Narwhal, as well as the one from the Subsim competition. Both do not seem to work correctly with RFB



the donation narwhal is not patched for RFB nor TMO it is for SH4 V 1.5

keltos

irR4tiOn4L
01-20-11, 07:26 AM
Thanks Keltos, I understand you made the model and I appreciate that its not intended to be run with RFB. I did see mention of a possible mod to make it compatible by another forum member, but that doesnt look like its done.

My main question though is not so much about your model but about the standard Narwhal in RFB 2.0. I understand its only a 'hack' but is it 'ready for service'? When i tried to start a campaign with it the crew was incomplete, it had no slots in the conning tower for the officers from the watch to shift to, and I read in the RFB 2.0 manual (stated as being the 1.52 manual) that the Narwhal did not have a full damage model.

I wanted to ask what the status on those things might be, or if i should just use another boat.

Bubblehead1980
01-20-11, 01:35 PM
the donation narwhal is not patched for RFB nor TMO it is for SH4 V 1.5

keltos


Any chance could get it patched for TMO? Would be nice to use.

msalama
01-22-11, 06:37 AM
One question concerning the S-class submarine as currently modelled in RFB. Was it _really_ that much of a pig IRL too, with a 180-degree turn taking it some 10 minutes or something??? I'm finding it impossible to get away in it, because the bloody thing just won't turn!

I don't know... if it really was that clumsy, then no wonder it was phased out by 1943 :rock:

Hitman
01-22-11, 07:50 AM
Was it _really_ that much of a pig IRL too, with a 180-degree turn taking it some 10 minutes or something??? I'm finding it impossible to get away in it, because the bloody thing just won't turn!

I don't know... if it really was that clumsy, then no wonder it was phased out by 1943

I can't give you accurate data, but I can confirm that the Sclass certainly was phased out already by 1941! Crews hated them, and knew that their surviving chances were a lot slimmer than in more modern boats.

If you want to use the Sclass, you must exploit its strong points and not the weak ones ... try to engage in operations in coastal waters, where its smaller bulk operates to your advantage vs. enemy ASDIC, and make maximum use of the good underwater speed. Your best bet to escape the enemy ASDIC is not by outmaneuvering him, but by sprinting away from where it will search in the next turn after dropping.

msalama
01-23-11, 09:11 AM
Thanks Hitman, will keep that in mind. And the S-class boats indeed were real pigs as regards their turning ability! Normann Friedman's "U.S. submarines through 1945: an illustrated design history" (http://books.google.fi/books?id=7qztw0sO2NgC&pg=PA122&lpg=PA122&dq=s-class+submarine+turning+circle&source=bl&ots=_MtNaCwNoy&sig=f_unmPIinVCdnnOL66IfAPKt8GU&hl=fi&ei=hDQ8Td2ILYn5sgb8x7jzBg&sa=X&oi=book_result&ct=result&resnum=1&ved=0CBoQ6AEwAA#v=onepage&q=s-class%20submarine%20turning%20circle&f=false) has this to say about the matter (p. 122): "The entire S class (but particularly the Portsmouth-designed S-3 - S-13) had such large submerged turning circles that the boats could not make a quick reverse attack." C**p, I'm not envying the RL crews one bit... :-?

gj2020
01-23-11, 01:46 PM
Just did a complete reinstall of SH4 patched to 1.5. The only mods I have in place are RFB_2.0 and the 2.0_patch_23April2010. Finally found a ship on my first patrol, of course it's a warship, got into position to fire and I can't seem to fire a torpedo! Clicking on the fire button doesn't work, hitting enter doesn't work, swearing loudly didn't do much either. :damn:

Am I missing something?

Stoli151
01-23-11, 02:15 PM
gj2020 did you have a firing solution programmed into the TDC? If you did not the torpedoes will not fire. If you want a zero gyro angle shot you have to at least set the speed to zero in the TDC. Unless you are using auto targeting then you only have to point the periscope at whatever you want to shoot. Lastly I believe in SH4 you need to open the tube doors before you fire in either case.

gj2020
01-23-11, 02:39 PM
Thanks.

I think I've got the assisted targeting turned on but I didn't think about opening the doors. It's been quite a while since I've played this...:oops:

TorpX
01-23-11, 11:25 PM
One question concerning the S-class submarine as currently modelled in RFB. Was it _really_ that much of a pig IRL too, with a 180-degree turn taking it some 10 minutes or something??? I'm finding it impossible to get away in it, because the bloody thing just won't turn!

I don't know... if it really was that clumsy, then no wonder it was phased out by 1943 :rock:


While they were not first line equiptment in WWII, I don't think they're that bad. The main points they were criticised for in RL were: slow surface speed and short range/endurance. I never read about the poor turning before. I think you can do well as far as commerce raiding. Taking on IJN task forces is another matter. Look at it this way; at least you have torpedos that work. :DL

One other thing. Be careful in surface actions. The RFB team have enfeebled the S-boats to the point that any light gun can sink them. Personally, I think they overdid it.

keltos01
01-24-11, 04:25 AM
One other thing. Be careful in surface actions. The RFB team have enfeebled the S-boats to the point that any light gun can sink them. Personally, I think they overdid it.

I read an account of an IJN sub commander stating that his boat was full of holes after a plane attack (both machine guns and canons) : holes up to 25 cm diameter (that would be canon shell) and smaller ones due to machine gun fire.

So I'd think they were accurate for the S Class

keltos

Stoli151
01-24-11, 03:24 PM
I agree with Keltos. The main reason I play this mod is because of the sub damage model. A sub could never engage in a surface battle with patrol boats or aircraft. It was a stealth weapon. The pressure hulls were not very thick and something as small as a 3" gun could penetrate them rendering them at the very least unable to dive. In that case they had no other option then to do what they could on the surface. To me playing this mod, especially in a DiD career makes you act like a real commander, avoiding a surface engagement at any cost.

TorpX
01-24-11, 05:20 PM
I read an account of an IJN sub commander stating that his boat was full of holes after a plane attack (both machine guns and canons) : holes up to 25 cm diameter (that would be canon shell) and smaller ones due to machine gun fire.

So I'd think they were accurate for the S Class

keltos

I'm not saying that guns would not damadge a sub. Artillery and maching gun fire will not do any sub any good. What I'm saying is, that I don't think a small number of very small shells would sink one.

In this case, the gun was a light AA, side mounted one man crew gun. (There is a big difference between a light AA and a 3in. gun BTW.) I am guessing 25mm. AP rounds would penetrate the hull, but HE probably would not. I'm not sure the Jap merchant marine would have had AP ammunition for their AA guns. Also, subs strafed by aircraft would be hit by rounds from at least 6 barrels, not 1. I don't think half a dozen or so small holes should sink even a S-boat.

From everything I've read about British experience, small arms and light guns could kill exposed personel and suppress AA, but were not effective for sinking U-boats. I remember reading they chose the 6 pdr. (57mm) because it could penetrate the pressure hull. Now that is an effective piece.

In general, I like RFB very much. They made it difficult to sink ships with a 4in. deck gun, which is very much in line with RL experience. I do question whether the damadge models for the subs are proper though.

Stoli151
01-24-11, 10:07 PM
I haven't as yet had a pressure hull breached by 20mm fire. I have only had it breached by a direct hit from something larger. Maybe it's something I haven't encountered. Personally I think its modeled fairly realistically. For me if it keeps me from using unrealistic tactics then it achieved the desired effect. But if I were sunk by smaller gunfire such as 20mm exclusively, I would be upset by that. On the other hand I avoid surface engagements at all costs.

TorpX
01-26-11, 12:38 AM
If you're playing S boats, I'd be very careful. Maybe the fleet boats can take it.

It wasn't really a gun duel. I was chasing a ship and decided to shell it at long range, otherwise we probably couldn't have caught up to it. I got quite a few hits on it and we gradually gained. By the time we were within 2000 yds, it was burning severely and low in the water. They hadn't fired anything so I figured I was safe. When I moved in to finish it off - SURPRISE! I crash dived immediately, but we already had fatal damadge. As our boat was slowly filling with water, we could hear the enemy ship sinking. :cry:

Now, I'm much more careful. Those little guns are hard to spot unless your very close. Another time, I torpedoed a ship with one. I had a chance to look it over thru the PS, at close range. It looks like a 20 or 25mm, but I don't know that much about Japanese ordnance. Certainly, it is not larger than 30mm.

sneaker-78-
01-31-11, 02:09 PM
is there a way to see if rlb 2.0 is loaded properly ? i use jsgm to load my mod but there is no loading screen like pe4.

TorpX
01-31-11, 11:22 PM
You should have different loading screens after you install RFB. If not I would check the folder structure. Sometimes you end up with duplicate folders which prevent the mod form working. I can't help much with troubleshooting mods though; I'm not a computer nerd. Someone who is more expert will be around though. :)

oscar19681
02-01-11, 02:55 PM
Hi i,ve been playing the mod for a awhile again. I want to update it to 2.0 but do i need to be in port for it?

JREX53
02-01-11, 10:32 PM
Hi i,ve been playing the mod for a awhile again. I want to update it to 2.0 but do i need to be in port for it?


Yes and you will probably have to start a new career..

sneaker-78-
02-03-11, 06:52 PM
Hello,

I hope somebody can help me, i have RFB_2.0 installed and the april 2010 patch with JSGM :

RFB_2.0
RFB_2.0_patch_23april2010

No further mods. but i have lots of ctd`s and my crew have black uniforms and i have big white blocks where normally you can set speed, depth and heading , and where you can choose map,bridge etc all is white also.

i use the 1.5 patch :rock:

so please help :cool:

sneaker-78-
02-05-11, 11:08 AM
Ok, i reinstalled the game and addon , but now its getting worse , i get an "unkown error" if i want to start :wah:

TheBeast
02-05-11, 12:45 PM
Ok, i reinstalled the game and addon , but now its getting worse , i get an "unkown error" if i want to start :wah:

Did you download and install the latest UbiSoft Patch version 1.4 or Install the U-Boat Missions version 1.5 Addon?

If not, Uninstall the MOD's, download and install the patch or U-Boat Mission then re-install the MOD's.

sneaker-78-
02-06-11, 06:18 AM
Did you download and install the latest UbiSoft Patch version 1.4 or Install the U-Boat Missions version 1.5 Addon?

If not, Uninstall the MOD's, download and install the patch or U-Boat Mission then re-install the MOD's.


well yes i have U-Boat Missions version 1.5 Addon, and installed (see my previous post)

fitzcarraldo
02-06-11, 11:53 AM
Hi, mates:

I´m newbie with RFB (but veteran of TMO/RSRDC and FOTRS). I´m trying now RFB, and I have a couple of questions:

- Is it possible to add emblems to boats, as TMO?

- I installed Poul Sounds (as FOTRS and TMO/RSRDC), but in my RFB plus RSRDC some sounds of the Poul pack don´t work. I think the reason is the different layout of the keyboard. Have you tried Poul Sounds on RFB?

- What is the base environment used? It´seems Real Environment, but I see some differences.

- I see in the navigation map the Sofu Gan signaled, but I don´t see the rock from the bridge. What is wrong?


My JSGME list for RFB 2.0:

Generic Mod Enabler - v2.6.0.157
[C:\SH4\MODS]

RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
Poul-Sound for SH4
Webster's Missing Voices
TMO19_interior3d_SCLASS_overhaul
TMO19_interior3d_PORPOISE_overhaul
TMO19_interior3d_SALMON_overhaul
TMO19_interior3d_GATO_overhaul

The Vickers Interiors seems work fine in my installation (for now...).

I like the RFB mod, it´s a great work!

Many thanks and regards.

Fitzcarraldo :salute:

Moonlight
02-06-11, 01:18 PM
Looks as though you haven't got the SofuGan.dat file, the thread with full instructions and download can be found Here (http://www.subsim.com/radioroom/showthread.php?t=160734&highlight=sofugan). Should help you out with your problem. No idea about your other questions though.

fitzcarraldo
02-06-11, 03:18 PM
Looks as though you haven't got the SofuGan.dat file, the thread with full instructions and download can be found Here (http://www.subsim.com/radioroom/showthread.php?t=160734&highlight=sofugan). Should help you out with your problem. No idea about your other questions though.

Many thanks, but how the sofu gan appears in the RFB map?

Best regards.

Fitzcarraldo :salute:

Moonlight
02-06-11, 05:30 PM
That's because it's in the RSRD Campaign_LOC.mis file, it shows the location of it on the nav map only.

fitzcarraldo
02-06-11, 06:18 PM
That's because it's in the RSRD Campaign_LOC.mis file, it shows the location of it on the nav map only.

Ok, I believed RSRDC for RFB included it.

Many thanks.

Fitzcarraldo :salute:

oscar19681
02-09-11, 09:58 AM
Hi when does this SH-4 give you a paint upgrade with RFB 2.0? I still have the black paint scheme well into 1945.

TheBeast
02-09-11, 11:19 AM
Hi when does this SH-4 give you a paint upgrade with RFB 2.0? I still have the black paint scheme well into 1945.

To see what Paint Scheme is used on Specific Tower Upgrades.
Look in file Data\UPCData\UPCUnitsData\UnitPartsx<class>.upc
[UnitPart x];x can equal number 1-4 depending on sub class and nmber of towers available.
ID= <class>ConningMs9
Type= <class>ConningTower;Can only placed on unit parts slot of this type
NameDisplayable= <class> Conning Tower
UnitPartInterval=NULL, NULL;<--Bug Bug - Tower 1 does not expire, No Upgrade
ExternalLinkName3D= data/objects/Conning_<class>_01
HullTextureNameOverride=data/Submarine/NSS_<class>/NSS_<class>_T01.tga
HullLightmapTextureNameOverride=data/Submarine/NSS_<class>/NSS_<class>_O01.tga
HullNormalmapTextureNameOverride= NULL
MenuSilhouetteTextureNameOverride= <class>_Class_02.tga

To find out dates when the Tower is Upgraded.
Look in File Data\Submarine\NSS_<class>\NSS_<class>.upc
[UserPlayerUnit 1.UnitPartSlot 1]
ID=<class>ConningSlot
NameDisplayable=Conning Tower Mount
Type=NULL
AcceptedTypes=<class>ConningTower ;Only UnitParts of this type could be placed here
IDLinkUnitPartIntervalDefault1= NULL, 1944-04-01, <class>ConningMs9
IDLinkUnitPartIntervalDefault2= 1944-04-02, NULL, <class>ConningMs32
ExternalNodeName3D= Z01


In this example provided here. The paint scheme is supposed to changed on or after 1944-04-02 or 02 April 1944 with no further paint scheme change after that.

oscar19681
02-09-11, 01:03 PM
Can i change it manually to an new skin in this menu? I,ve been looking for some good skins for the balao but the good skins that are around end up giving me dead links .

TheBeast
02-09-11, 03:07 PM
Can i change it manually to an new skin in this menu? I,ve been looking for some good skins for the balao but the good skins that are around end up giving me dead links .

CLICK HERE (http://www.filefront.com/15788293/SH4-Balao-Class-Skin) to download a Balao Skin I made for SH4.

qjp
02-09-11, 03:10 PM
Hi, I;ve been using TMO and wanted to give a shot to RFB;
1. Do i have to move deck watch while submerged to hogans alley?
As far I sought deck watch don't affect ash cans
2. Does Fixed_CD_sonar_RSRDC affect to RFB + RSRDC?
Just curious

Thanks in advance!
Cheers!

TorpX
02-15-11, 10:09 PM
Does anyone know of the correct/best version of SAP (ship acceleration physics) to use with RFB 2.0? There are various versions in the download section and its not clear which is compatible.

I'm using:

RFB 2.0 patched
RSRDC latest version

JREX53
02-15-11, 11:01 PM
Does anyone know of the correct/best version of SAP (ship acceleration physics) to use with RFB 2.0? There are various versions in the download section and its not clear which is compatible.

I'm using:

RFB 2.0 patched
RSRDC latest version




TorpX,
All the RFB versions will work with RFB 2.0. Version 0.9 is the most recent version of the mod. Version 0.9 has all the ships done in RFB, whereas the other versions only portions of the ships have been done.
There were 2 versions made - 1 for stock and the other for RFB. Also in the most recent version of RFB, I believe Luke included SAP in an update.

TorpX
02-16-11, 04:42 PM
JREX53,

I have the 0.9 version for RFB, but it says in the documentation that it is for "those people who play strictly RFB without RSRDC". Is this the best available version?

There are many patches and versions floating around for RFB, and often these lack documentation.

JREX53
02-16-11, 10:29 PM
TorpX,

Let me do some looking at v 0.9 for RFB, to see what needs to be done to get to be RSRDC compatible. I will let you know in the next day or two about getting a RFB + RSRDC version out.

TorpX
02-17-11, 12:35 AM
TorpX,

Let me do some looking at v 0.9 for RFB, to see what needs to be done to get to be RSRDC compatible. I will let you know in the next day or two about getting a RFB + RSRDC version out.
OK, much thanks. :DL

JREX53
02-17-11, 10:33 PM
TorpX,

It's going to take me a week or so to get a version of SAP compatible with RSRDC and RFB 2.0. I have 20+ ships to test to get a compatible version. Will start in the next day or so.

NoJoe
02-23-11, 02:16 PM
I just started playing around with RFB, and I don't understand something:

The RFB manual states that the top of the funnel should be used for stadimeter measurements on warships. But using the height value listed in the recognition manual you get incorrect ranges (for example, the manual states the Mogami cruiser height as 100-something feet, while the top of the funnel is only 65 or so). Are we supposed to just use the top of the highest mast, despite what the manual and the tooltip says?

I've searched through this thread and found that this question has been asked a couple times, but not answered.

Thanks,
--NoJoe

fitzcarraldo
02-23-11, 02:27 PM
JREX53,

I have the 0.9 version for RFB, but it says in the documentation that it is for "those people who play strictly RFB without RSRDC". Is this the best available version?

There are many patches and versions floating around for RFB, and often these lack documentation.


I have RFB 2, I thinks is the last and better version? Why dou you use 0.9? Is there some special reason?

Many thanks and regards!

Fitzcarraldo :salute:

qjp
02-23-11, 05:13 PM
To fitzcarraldo,
I think jrex53 was talking about this mod
http://www.subsim.com/radioroom/showthread.php?t=151158

Cheers!

fitzcarraldo
02-23-11, 05:48 PM
To fitzcarraldo,
I think jrex53 was talking about this mod
http://www.subsim.com/radioroom/showthread.php?t=151158

Cheers!

Thanks, mate. I´m oldie in TMO and FOTRS, but RFB is new for me:D

Best regards.

Fitzcarraldo :salute:

NoJoe
02-24-11, 04:55 PM
I just started playing around with RFB, and I don't understand something:

The RFB manual states that the top of the funnel should be used for stadimeter measurements on warships. But using the height value listed in the recognition manual you get incorrect ranges (for example, the manual states the Mogami cruiser height as 100-something feet, while the top of the funnel is only 65 or so). Are we supposed to just use the top of the highest mast, despite what the manual and the tooltip says?

I've searched through this thread and found that this question has been asked a couple times, but not answered.

Thanks,
--NoJoe

Anyone have any ideas? Does RFB do this for you guys too, or did I mess something up in the install?

I'm using RFB 2.0 with the patch, and RSRD.

Thanks,
--NoJoe

TorpX
02-25-11, 12:49 AM
In RFB, you are supposed to use the top of the funnel for (most) warships, the flight deck for carriers, and mast for merchants. But, as you found out, the rec manual values don't agree with the in-game values.

I have been using the rec manual values, as is. My understanding is that CapnScurvy is working on this and related matters (periscope/TBT views). :)

NoJoe
02-25-11, 01:21 AM
Ahhh, okey doke! It sounds like for the time being I'll just use the rec manual values as a rough guide, and estimate from there. Heck, that's more historically accurate anyway! :up:

Thanks for the reply :salute:
--NoJoe

Bilge_Rat
02-28-11, 09:26 AM
I just started playing around with RFB, and I don't understand something:

The RFB manual states that the top of the funnel should be used for stadimeter measurements on warships. But using the height value listed in the recognition manual you get incorrect ranges (for example, the manual states the Mogami cruiser height as 100-something feet, while the top of the funnel is only 65 or so). Are we supposed to just use the top of the highest mast, despite what the manual and the tooltip says?

I've searched through this thread and found that this question has been asked a couple times, but not answered.

Thanks,
--NoJoe

there seems to be contradictory answers/info.

In the "torpedo school" mission, the correct range to the Mogami is calculated the top of the mast height and not from the funnel.

However, in my current RFB/RSRDC campaign, the RFB recommended settings appear to be the correct ones. I tracked a IJN destroyer and the correct range was calculated from the top of the funnel.

I also understand there is a certain amount of fudging in the RFB numbers to reflect real life uncertainty. A design decision some (including me) question, but something you have to live with if you want to use RFB.

I would suggest following the RFB recommended method, but always keep an eye on the size of the ship in the scope. After a while, you will get a "feel" on whether the range you get makes sense or not.

LukeFF
04-22-11, 03:46 AM
All the mast and funnel heights are taken from the real-world data found in the various USN recognition manuals, be they dead-on accurate or not. In essence, you have the same sort of data the real-world captains had.

Strawberry
04-24-11, 10:07 AM
Hello :)

I get a crash to desktop everytime I click "American Campaign" when "RFB_2.0_Patch_23April2010" is installed, but works fine if I only install RFB_2.0

Do you know why?

Thanks in advance and sorry for my bad english :oops:

CPatrick
04-25-11, 01:22 PM
I'm returning to SH4 after a long absence. I'm trying to apply RFB 2.0 and its latest patch, to a new U.S. campaign, but I don't think that the mod is taking effect.

Should RFB enable a Hogan's Alley and extra Coning Tower slots on a Porpoise class sub?

If so, I'm not seeing them. I'm using JSGME, installed into the root of my SH4 directory.

Any pointers would be greatly appreciated. Thanks!!

TorpX
04-25-11, 03:57 PM
Hello :)

I get a crash to desktop everytime I click "American Campaign" when "RFB_2.0_Patch_23April2010" is installed, but works fine if I only install RFB_2.0

Do you know why?

Thanks in advance and sorry for my bad english :oops:

Do you have SH4 v1.5? Most of the recent mods/ versions require v1.5.

I'm returning to SH4 after a long absence. I'm trying to apply RFB 2.0 and its latest patch, to a new U.S. campaign, but I don't think that the mod is taking effect.

Should RFB enable a Hogan's Alley and extra Coning Tower slots on a Porpoise class sub?



Yes, you should have a Hogan's alley on any sub.

I think it is necessary to start a new career when you enable a mega-mod like RFB. I'm not a modder, so I can't recite the details of why, but am pretty sure that's the bottom line.

*edit*
I may have misread your post. If you started a new career, you should see differences in the game.
If you don't see any at all, check to see if there are duplicate folders in your mod install. This is the most common problem in mod installs.

Sledgehammer427
04-25-11, 09:44 PM
lets not forget that any currently downloaded version of RFB should have all the patches added in.

the patches downloadable on the side are for those who already have RFB, who only need the patch so they don't have to dl the whole mod all over again

AFAIK thats how the RFB team does things

TorpX
04-25-11, 11:17 PM
I believe the Apr 2010 patch came after the 2.0 release and is still needed. That is what is on the first post.

CPatrick
04-26-11, 12:10 PM
Thanks for the quick responses to my RFB 2.0 issues, guys!

I found that JSGME was not overwriting SH4 data files with those contained within RFB 2.0. I made some coffee, fired up a Pandora radio station, and replaced all of the original SH4 data files with RFB 2.0 files by hand.

I've started a new American campaign, and everything, but my fuel management skills, is working beautifully!

Thanks again!

drupps
05-04-11, 07:22 PM
Hey guys I'm not sure why this happens. I have RFB 2.0 and the Apr 23 patch. Thats it and when I get a radiogram I get the usual "Enemy task force long xxxx, lat xxxx, course, speed x". The course actually says "Course,".

I tried stock SH4 1.4 and I did get the course for the few radiograms I received. Any idea why this wouldn't happen in RFB? Is that by design? I've tried Google and searched this thread, but I can't find any information.

Thanks

Flaxpants
07-02-11, 12:03 AM
Quick question- I have recently installed RFB 2.0 and have started the US campaign. 6 months in now and still no ammo for the AA gun (as yet I have no deck gun). I know how to load by clicking the shells but in my case clicking does nothing. Just checking if this is normal or not- searched everywhere for answers to this but could only find info relating to the deck gun.

I am using Gold Edition
RFB 2.0
RFB 2.0 Patch 23 April
RSRDC_SH15_V550

vsofiy
07-02-11, 01:50 AM
Thanks for your awesome mod!!!

Gerald
07-02-11, 04:51 AM
:up:

TorpX
07-02-11, 10:18 PM
Quick question- I have recently installed RFB 2.0 and have started the US campaign. 6 months in now and still no ammo for the AA gun (as yet I have no deck gun). I know how to load by clicking the shells but in my case clicking does nothing. Just checking if this is normal or not- searched everywhere for answers to this but could only find info relating to the deck gun.

I am using Gold Edition
RFB 2.0
RFB 2.0 Patch 23 April
RSRDC_SH15_V550

AFAIK, you should have a deck gun of some type. Your mods/game sound bugged. What class of boat do you have?

Flaxpants
07-03-11, 10:40 PM
AFAIK, you should have a deck gun of some type. Your mods/game sound bugged. What class of boat do you have?


Yes, it was bugged alright! By me! It is with much shame that I realised I had installed the wrong version of RSRDC.:O:
So a complete reinstall and now everything works perfectly, I even have a deck gun!
RFB rocks!

I'll get my coat...

TorpX
07-03-11, 10:56 PM
Glad to hear it. It is nice to have a deck gun to fall back on; especially when your torpedos go 'thud'. :DL

Fish40
07-05-11, 08:58 AM
I need to make a small request. Unless it's me, why was the "skin" for the playable radio returned to the stock skin? I remember RFB added a modded skin which resembled an authentic radio. I forget who made the mod though. If possible could we get this back? If it is easier, if anyone has the mod could you send it to me? Thanks.

fred8615
07-05-11, 09:35 AM
I need to make a small request. Unless it's me, why was the "skin" for the playable radio returned to the stock skin? I remember RFB added a modded skin which resembled an authentic radio. I forget who made the mod though. If possible could we get this back? If it is easier, if anyone has the mod could you send it to me? Thanks.
I think you mean this one?

http://www.subsim.com/radioroom/downloads.php?do=file&id=697

Fish40
07-05-11, 11:44 AM
That's it!!:yeah: Fred you da MAN! Thanks Bud.

LukeFF
07-25-11, 05:15 AM
I need to make a small request. Unless it's me, why was the "skin" for the playable radio returned to the stock skin? I remember RFB added a modded skin which resembled an authentic radio.

It was just one of those things I liked better than the modded skin.

krashkart
07-26-11, 05:55 AM
Could the environment portion of the mod be made optional, please? Some cards really can't handle it, and I just wanted the gameplay enhancements anyway. :DL

Looks really awesome from the Nav map, though. I hope to try it out soon. :salute:

dom111
07-26-11, 02:35 PM
Great job, guys. The RFB mod is my favourite mod for the American Pacific Campaign, it's a fantastic piece of work.

Best regards.

White Owl
08-28-11, 12:44 PM
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.

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.

I'm experiencing the same issue as NewCaptain here. My crew only has one voice. I found these posts, but never saw that anybody solved the problem.

Second problem, also a minor one: the ingame music won't play, ever.


Other than these small issues, I'm really enjoying the mod. RFB is great!

I've tried the mod soup fix, with identical results, so I guess there's a conflict somewhere, and need to figure out where so I can edit it. I'm running:
RFB 2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
MaxOptics IV for RFB 2.0
MaxOptics Binocular for RFB
3000 Yard Bearing Tool (1680x)
Keldunks_RFB.1.52_tweaksV3
Nav Map Make-Over v. 2.0
NMMO Airbase Add-on
SAP v0.5 Stock-RFB-RSRDC
Small Nav Tools RFB+MaxOptics
SS177 USS Pickerel_FooBor's PORPOISE BLACK HI-RES V1.0
Stock Map Icons
Bigger Better Protractors
Less Plankton

Any ideas?

EDIT: My stuck weather magically unstuck itself, so no longer an issue.

Webster
09-16-11, 08:49 AM
EDIT: My stuck weather magically unstuck itself, so no longer an issue.

yep, weather is usually easy to fix with just a save and reload

Fish40
09-16-11, 11:12 AM
I'm just wondering if there's anything new in the works for this MOD in the future:hmmm:

Matthew_T_Sherman
09-16-11, 11:31 AM
Could the environment portion of the mod be made optional, please? Some cards really can't handle it, and I just wanted the gameplay enhancements anyway. :DL

Looks really awesome from the Nav map, though. I hope to try it out soon. :salute:

Been wondering about this, myself. Both RFB and TMO give me a 'plastic water' feel. The waves and transparency are decent but the color is so blue it's almost like a paint or dye. Alas, I don't seem to have a card that'll let me 'grey' or 'green' the water to a color that is more consistant with my personal experiences on and over oceans and seas (some large lakes for that matter). It's like playing sub in a swimming pool.

Of course, my self-immersion abilities spawn from playing sub sims spanning more than two decades so it's not like it entirely ruins things. But getting the water texture back from the stock game would be orgasmic.:hmmm:(only 42 emoticons to choose from? C'mon now! :03:)

White Owl
09-16-11, 09:20 PM
I use the latest Real Environments mod but keep RFB's scene.dat. On clear sunny days the water is still a little bit too blue, but overall the environment looks very nice to me.

One thing I really didn't like about RFB's environmental visuals was how bright the night sky was. I read some people recommended turning the gamma way down... but that makes everything else look strange.

Matthew_T_Sherman
09-17-11, 06:56 AM
I use the latest Real Environments mod but keep RFB's scene.dat. On clear sunny days the water is still a little bit too blue, but overall the environment looks very nice to me.

One thing I really didn't like about RFB's environmental visuals was how bright the night sky was. I read some people recommended turning the gamma way down... but that makes everything else look strange.

My new rig doesn't seem to give me access to adjust visual settings like I'm used to. Maybe it's the windows 7 enviroment. Having a nice card but no ability to adjust anything outside the game is kinda sucky. But I take it you're referring to the gamma setting in game? I presumed this was a brightness setting.

Popeye the sailor-man, it seems.

White Owl
09-17-11, 09:18 AM
Yes, I meant the gamma slider in the game's graphics options. I didn't play around with monitor settings.

Radio
10-07-11, 02:54 AM
Discovered something strange: The first SD radar has a better detection chance if it is NOT raised. This makes a big difference as it is rather unreliable (which is perfectly realistic, good work) :DL

Love the mod :yeah:

weldstress
10-13-11, 07:26 PM
Hey guys, I have a question. I am playing RFB 2.0 with the latest patch. When I am at the surface radar station, looking at a contact. The blip on the radar screen is very tiny. Litteraly a pinprick. So I'm wondering if this is correct. Or is something amiss.
Thanks for any help
Al

Hitman
10-14-11, 02:57 AM
The radar screen in SH4 has several bugs. One and not the least important from them is that the size of the blip is inverted in the ordinary SJ display (The green one). It gets larger when the target is more distant instead of the opposite, as it should be :wah:

If you are referring the the PPI (Orange) display on the right, and if you are seeing only small dots then this might be because of a mod instealled. Otherwise I think that the stock RFB blips in the PPI were reasonably sized :hmmm:

weldstress
10-15-11, 06:53 PM
Thank you for responding. I am running RFB so perhaps that is the problem.

Fish40
10-16-11, 07:48 AM
AFAIK, the "small" pips on the radar screen are part of RFB. No need to adjust your set!:haha: I remember at one time, RFB had them bigger. Don't remember why they were scaled down.

pelucho25
11-03-11, 11:54 AM
Hi guys I have plan to start a campaign with the RFB 2.0 and I would like you to help me telling you that you have mods you. Before playing the TMO and I would like to know that this is it. thanks

Fish40
11-12-11, 11:43 AM
Hi guys, I posted about this bug in RFB awhile ago, and it seems it's still there. The Medium Old Composit Freighter remains unsinkable! Can anyone else confirm this? I'm running RFB2.0 + RSRD and updates, plus some compatable mods. It's July 44' off the coast of Borneo. I came across this freighter in rough seas, and hit her with 2 torps. She listed and remained like that. I then gave her another shot from the Bow, and then turned to bring the Stern tubes to bear. To make a long story short, after 7 torps this ship remained afloat! I time compressed several hours, and she remained in the same state. I was forced to eat the attack and move on.:wah:

TorpX
11-12-11, 06:42 PM
I've never had "unsinkable" targets, but it does seem that they often sink very slowly. I don't play that much, so there could well be such ships for all I know.

I think they made a error in the fundamental assumptions with their model. Namely, that a ship's compartment had to sustain heavy damage (80% or whatever) before it would flood. In RL, any torpedo that detonates below the waterline of a merchant vessel, would be guaranteed to blow a large hole in the hull. Allied merchants that survived german torpedo attacks (most did not), had 20 to 30 ft. holes in their hulls. In these circumstances, it is not a question of if the compartment floods, but rather how quickly it floods, and will flooding be limited to only one compartment.

mido
12-09-11, 02:26 PM
How is the damage repair really activated? I noticed that after I took some damage from an air attack that nothing would be repaired although crew was on battle stations and the damage control team was activated. I watched the red little bar next to the damaged station and accelerated to TCx256 and waited several hours but the status of the damaged stations would stay the same. What am I doing wrong or what am I missing? I am using SH4 1.5 + RFB 2.0 + patch + corresponding RSRDC + patch.

Fish40
12-09-11, 04:39 PM
@ Mido, be sure that the area you want repaired is at the top of the priority list. Also, certain areas may not be able to be repaired at sea, or while submerged. What exactly was damaged?

mido
12-09-11, 05:47 PM
@ Mido, be sure that the area you want repaired is at the top of the priority list. Also, certain areas may not be able to be repaired at sea, or while submerged. What exactly was damaged?

Thanks for your reply, the damage was torpedo tubes and something like dive gear front... and other stuff I don't recall exactly. But the problem is that all the damaged stations showed little red bars on the right side and would tell you numbers like 0,19, 0,32, 3.5 etc but these numbers would never change to show any progress of the repair.

I was surfaced when I tried to repair the damage.

I just "escaped" from the situation and started it again from the last save.

mido
12-16-11, 11:55 PM
Finally I got everything to work but now I got a new submarine (Gato class) and there are no slots to man the deck gun!? Anybody knows how to man the deck gun in a Gato class submarine with RFB? There is Hogan's Ally, Damage Control Team and AA Gun but no deck gun although the deck gun is there.

TorpX
12-17-11, 12:46 AM
You should be able to see all the crew slots when you toggle off the HUD. Use the [Del/ . ] key, I think.

mido
12-17-11, 01:57 AM
You should be able to see all the crew slots when you toggle off the HUD. Use the [Del/ . ] key, I think.


To make a long story short, here is a screenshot (GUI toggled off):

Deck Gun Problem (http://www.caribbeanworkboats.com/images/sh4/DeckGunProblem.jpg)

http://www.caribbeanworkboats.com/images/sh4/DeckGunProblem.jpg

USS Drum
12-17-11, 03:04 AM
To make a long story short, here is a screenshot (GUI toggled off):

Deck Gun Problem (http://www.caribbeanworkboats.com/images/sh4/DeckGunProblem.jpg)

http://www.caribbeanworkboats.com/images/sh4/DeckGunProblem.jpg

You fix this by loading the autosave on enter base.

TheBeast
12-17-11, 04:07 AM
Isn't the missing Deck Gun Crew Slots a know issue.

This happens some times when changing Deck Gun Mount position.
Try Changing your Deck back to other mount location.

Fish40
12-24-11, 04:25 PM
Hi guys, I posted about this bug in RFB awhile ago, and it seems it's still there. The Medium Old Composit Freighter remains unsinkable! Can anyone else confirm this? I'm running RFB2.0 + RSRD and updates, plus some compatable mods. It's July 44' off the coast of Borneo. I came across this freighter in rough seas, and hit her with 2 torps. She listed and remained like that. I then gave her another shot from the Bow, and then turned to bring the Stern tubes to bear. To make a long story short, after 7 torps this ship remained afloat! I time compressed several hours, and she remained in the same state. I was forced to eat the attack and move on.:wah:

OK, this is a real problem for me. This ship does not sink (for me). I can't understand it. My mods are all compatable, so I don't get it. I hit this ship in the Formosa Strait with a 3 torpedo spread. Two detonated near the forward mast, and one near the funnel. She came to a complete stop, began to list, and stayed put!:damn: I should have known better than to press home the attack knowing the problem I have with this ship. It seems to be the only one, as every other ship I attack goes down. I can't figure this one out.

mido
12-25-11, 01:02 AM
I just finished a patrol and sank 5 of them (Yes, Medium Old Composite Freighters), 4 of them with one torpedo impact (the other were duds) and one with two explosions. The longest "sinking time" was about 2 1/2 hours and I accelerated it with about 50 deck gun rounds. All that happened on a patrol in the Marshall and Gilbert Islands with RFB / RSRDC. Since I am playing without map updates my targeting is not perfect and the torpedoes almost never hit exactly where I am aiming at but they hit somewhere.

How long are you waiting? What time do you expect for the sinking?

Hylander_1314
12-25-11, 06:42 AM
To make a long story short, here is a screenshot (GUI toggled off):

Deck Gun Problem (http://www.caribbeanworkboats.com/images/sh4/DeckGunProblem.jpg)

http://www.caribbeanworkboats.com/images/sh4/DeckGunProblem.jpg

This is a definite known issue with SH4. I use TMO, and the default is bow mounted deck guns, but you can choose to use aft deckguns instead, but you have to load the mod files ahead of time, and live with it throughout the entire career. The game won't allow you to change from aft to fore even though the option is available, without losing the crew slots. Can't remember right off, though if this adversely affects the game when the upgrade for both fore and aft deckguns are available later in the war. I'm in the middle of 1943 in my campaign so it will be a while before I can verify this.

mido
12-25-11, 08:58 AM
I just "survived" some heavy depth charge attack but had many casualties, some of them fatal. Finally after hours of trying to hide from that IJN destroyers I got away and started repairs and sorted out the dead and alive but wounded crew members and became functional again. After that I saved the game and when I reloaded it this morning everybody "cured" over night, even the fatal casualties...???

Is this a game bug or is this related to RFB?

Hylander_1314
12-25-11, 10:56 AM
I have had that happen too, using stock or TMO game. It has been sporadic though. SOmetimes they permanently dead, or sometimes they rise again to the living.

Most of the time though, if a crewman "buys the farm", I have to replace him when I get back to port.

I think they forgot add an option for burial at sea, so as to open up a slot for crew to take their place. Or send them up with debris to try to deceive the DDs of your supposed doom.

mido
12-25-11, 01:00 PM
It seems to happen only after saving and reloading the game, almost like a cheat..., same as the weather "fix".

mido
12-31-11, 12:10 AM
How can one dive deeper than 450 ft (on purpose)? It is not possible to set a greater depth than 450 ft or am I missing something? When I hit the "D" key for normal diving the boat just won't go below test depth. I hear others here on the forum saying things like "I took her down to 600 ft..." etc.. How are you guys doing this?

USS Drum
12-31-11, 01:07 AM
You press C then when you reach the right depth level out by pressing A.

Hylander_1314
12-31-11, 02:02 AM
I thought the "C" key was for crashdive? Usually automatically levels the boat off at 150ft.

mido
12-31-11, 06:52 AM
Hello, thanks for the replies but none answers the question.

"C" brings the boat only to a depth of 150 ft.
"D" puts the boat to dive normally but levels it out at test depth.

I would like to go below 450 ft, how are you doing that?

TheBeast
12-31-11, 12:17 PM
Hello, thanks for the replies but none answers the question.

"C" brings the boat only to a depth of 150 ft.
"D" puts the boat to dive normally but levels it out at test depth.

I would like to go below 450 ft, how are you doing that?

Crash Dive and Dive depths are specified in the data\Submarine\NSS_<boat_type>\NSS_<boat_type>.cfg files.
The depths are in Meters. 1 Meter = 3.28 feet approximately.

Hylander_1314
12-31-11, 12:27 PM
Hello, thanks for the replies but none answers the question.

"C" brings the boat only to a depth of 150 ft.
"D" puts the boat to dive normally but levels it out at test depth.

I would like to go below 450 ft, how are you doing that?


Since I haven't used RFB as of yet, does the mod allow for boats to go deeper than the redline "testdepth"?

The mod I use does allow for you to go deeper, but just how deep until the boat crushes? You won't be heading back to base if you do find out how deep your boat will go before it does crush. The redline for testdepth wa just a depth that the design had been tested to. The boats were able to go deeper than the redline. But things like age and damage would affect just how much farther a skipper dared to go.

mido
12-31-11, 01:36 PM
Here is what I tried so far, I set the MaxDepth in the the submarinename.cfg to 1,000 meters which will allow me to dive deeper but you have to stop the descent by pressing "A" in time or you will crush, I found that out. An unwanted effect is that the red marker in the depth gauge will go to its maximum and I loose all the warnings and comments by the crew that I am below test depth etc. but the boat does implode. Is there a depth gauge which goes until 600 or 700 ft somewhere what I have not found yet? Come on, there must be a way to dive deeper than 450 ft. Every commander in WWII had this option and probably used it more than once. Is the "Maker" of RFB still around, maybe he knows...

TheBeast
12-31-11, 02:00 PM
The Gato Interior had Depth Gauge in Conning Tower that displayed deeper depths. Not sure if it is still there.

The Gato Interior is used for Gato, Gar, Tambor, Balao, Tench

mido
12-31-11, 02:07 PM
The Gato Interior had Depth Gauge in Conning Tower that displayed deeper depths. Not sure if it is still there.

The Gato Interior is used for Gato, Gar, Tambor, Balao, Tench

Are you sure, in RFB? I cannot find it, was looking for it exactly there...

EvilMonk3y
01-08-12, 07:44 PM
omg nice Thx a lot

Hylander_1314
01-09-12, 12:45 AM
Mido, everybody I know of that takes their boat beyond the testdepth, and passed the 450 mark, uses TMO. It has a 600ft depth guage you can click on. So if I want, I can click to take my balao boat to 600ft. trouble is though, the deeper you go, the tougher it is to get back up again. Even at 600ft, if I slow to 2kts, the boat slowly goes deeper passed 600ft. You have to increase speed to maintain depth, or rise to shallower depths, without blowing the tanks.

But not every boat can do that. The earlier boats had shallower test depths, so even going to 400ft with them can be iffy. I have taken the boats with a 250ft testdepth to 375, and a couple times to 400ft, but it gets a lttle nerve wracking. I did take a balao once to 700ft, but couldn't get her to rise, until I went to flank speed and blew the ballast tanks. Almost didn't come back from that once. Not sure what the game does, but once you start to hit those depths, the water is like glue. Almost going through gelatin.

mido
01-09-12, 08:45 AM
Thanks Hylander, finally I figured out what changes to make in the relevant *.cfg files and my fleet boats can dive until they crush now. I really like RFB + RSRDC and if somebody could produce a mod which would allow you to dive down to 600 ft and more in a controlled way, that would be a big plus, also for TMO. It is historically not correct that the submarine would sink like a stone once past 500 ft of depth.

BernieP2
01-09-12, 11:29 AM
Hylander ... I don't know if the continued falling at low speed was intended in the game, but in real world, it can be a result of losing "Dynamic Lift" .

That was the physics principal that allowed a Zeppelin to lift in the air without adding gas or letting ballast go.

Sub in water works the same way (I think!?)

Anyway, something to look up in WIKI

Berniep2

Sailor Steve
01-09-12, 01:23 PM
Sub in water works the same way (I think!?)
Yes and no. I assume that "dynamic lift" involves moving forward at an angle that generates lift.

A sub in the water has to be balanced in a daily test dive. It was possible to come close to neutral bouyancy, but almost never perfectly. This is achieved by pumping water in the trim tanks until the boat is balanced as close to perfectly as possible. Once done you should be able to dive the next time without worrying. Problem is that by "the next time" you have expended fuel, making the boat lighter, people have eaten, which makes the boat lighter, if only by a few pounds. So on every dive you have to adjust for that. And now the clincher: every boat, every ship, no matter how "watertight", leaks. The more time you spend underwater the heavier the boat becomes. The only way to handle this is by moving quickly enough that the dive planes can respond, which makes you noisier, or by using the pumps to adjust the trim or pump some water overboard, which is also quite noisy.

There is no compromise, the boat is never perfect, and you have to deal with it somehow, and that almost always involves making noise, which is what you don't want.

TorpX
01-09-12, 07:49 PM
There is also the temperature and salinity of the water, causing the water at different depths to have a different density, and I almost forgot, there is hull deflection due to the pressure.

Bubblehead1980
01-18-12, 03:25 AM
Oh, and this one's for Bubblehead: :D

http://img.photobucket.com/albums/v258/LukeFF/SH4/SH4Img2010-02-14_030653_808.jpg


Not sure if I ever said thanks for this:) Long time ago but thanks.

gi_dan2987
01-18-12, 08:29 PM
You know I've been playing RFB 1.52 this whole time and didn't even know there was a version 2.0 :shifty: Does anyone know if this mod is as glitchy as 1.52? Every time I sink ships in 1.52 the skins go all whacky and turn funky colors, the text becomes unrecognizable, and I'm forced to just exit the game without being able to see what I'm clicking on. Anybody know what's going on?

mido
01-18-12, 11:14 PM
I didn't experience any glitches! But there is always something which could be improved.

TorpX
01-19-12, 03:33 AM
You know I've been playing RFB 1.52 this whole time and didn't even know there was a version 2.0 :shifty: Does anyone know if this mod is as glitchy as 1.52? Every time I sink ships in 1.52 the skins go all whacky and turn funky colors, the text becomes unrecognizable, and I'm forced to just exit the game without being able to see what I'm clicking on. Anybody know what's going on?

I think this is most likely something to do with your machine/video card/drivers.

Fish40
01-19-12, 08:36 AM
You know I've been playing RFB 1.52 this whole time and didn't even know there was a version 2.0 :shifty: Does anyone know if this mod is as glitchy as 1.52? Every time I sink ships in 1.52 the skins go all whacky and turn funky colors, the text becomes unrecognizable, and I'm forced to just exit the game without being able to see what I'm clicking on. Anybody know what's going on?


I'd try two things: First, if you're useing an ATI card, go into your CCC and set the AA to the lowest mode. I'm not talking about the samples settings ie.. 4x, 8x, ect., but the mode. One of the choices is Multi Sampleing. Those are the modes. Choose the lowest mode. If that doesn't clear things up, try installing the 4gig patch found in the D/L section. If your system has more than 2gigs of ram, this utility will allow programs (not just SH4) to use more than 2gigs. Cured alot of CTD's and weird stuff for lots of folks here. Good luck.:up:

Hylander_1314
01-19-12, 06:40 PM
Thanks Hylander, finally I figured out what changes to make in the relevant *.cfg files and my fleet boats can dive until they crush now. I really like RFB + RSRDC and if somebody could produce a mod which would allow you to dive down to 600 ft and more in a controlled way, that would be a big plus, also for TMO. It is historically not correct that the submarine would sink like a stone once past 500 ft of depth.


I'm no authority on the game phyics of SH4, but there was discussion of that issue back when the first mods allowed you go deeper than 600ft. Also having to increase speed the deeper you go to maintain control of the boat as it almost feels like the water gets physically denser the deeper you go and more speed is required to maintain trim. It weird is a ll I can say.

It's a hardcode issue that can't be corrected from what I understood.

Good to see you figured out how to make it for your boat to go passed the redline and survive.

mido
01-19-12, 08:03 PM
I'm no authority on the game phyics of SH4, but there was discussion of that issue back when the first mods allowed you go deeper than 600ft. Also having to increase speed the deeper you go to maintain control of the boat as it almost feels like the water gets physically denser the deeper you go and more speed is required to maintain trim. It weird is a ll I can say.

It's a hardcode issue that can't be corrected from what I understood.

Good to see you figured out how to make it for your boat to go passed the redline and survive.

Well, if 3 or 4 "tin cans" drop nasty containers on you at the same time then the only escape is this... go deep and run silent...

You just can't go too deep, it stops somewhere. I did not change the crush depth.

mido
01-19-12, 08:25 PM
I wish that some of us "wannabe" modders would work a little more together. It is very difficult to get some really helpful information from others here on the board if you want to dive a little deeper into this file soup and figure out where to make changes. I am analyzing file by file at the moment with different hex editors and Silent 3ditor but have very limited time to do so because of RL commitments.
I asked some questions here and only 2 persons answered them in a helpful way and that only by private messages. They wouldn't even post the answer here for everybody.

Why not?

If we "wannabe's" could get some more help from the "masters" of modding, hey, maybe we could create some nice mods too.

gi_dan2987
01-26-12, 09:58 PM
Ahoy fellas, I'm in the middle of a patrol southwest of honshu in the yellow sea. My lookouts spot a Large merchant heading my way at about 20 degrees AOB. Perfect, periscope depth, battle stations. Ok so this is going to be a chip shot for some easy tonnage right? wrong. I take my series of range/bearing readings at the allotted 3 minute intervals to get average speed estimate and course. Course 243, speed 5.5 knots, send to TDC, locked. I position my boat for a 70 degree impact angle, a couple fish set with impact fast, a couple magnetic slow. The only place I wanted this guy to go after 2 months of unsuccessful patrol was straight down. Four torps would more than do the job. torpedo gyro angle nearing zero, up periscope for one last range and bearing.... wait a second... 4000 yards??!! WHAA! This guy is literally right in front of me, I even pinged him at 1000 yards. ok so re-check range with tallest mast (merchant base height in RFB 2.0) on stadimeter, 2500???!! WTF!!?? double check ID, checks out, I got the right ship, a Large Merchant. OK so what is going on with this MOD! I quick ping, range 1100, bearing 350, AOB 95, torpedo gyro 004, I gotta shoot now! Spread shots 1 through 4 one degree interval. Fire 1-4! off to the races, 4 fish in the water and screaming home. Looking good, looking good, clunk, dud, clunk, dud, torp 3 miss, torp 4 miss. He begins evasive maneuver and spotlights center on my periscope :damn::damn::damn::damn: I mean I had this guy locked dead on, how could this happen?! I'm getting so frustrated with this crap, I have half a mind to go back to stock 1.5 can anyone please help me with this?

TorpX
01-27-12, 03:57 PM
He begins evasive maneuver and spotlights center on my periscope :damn::damn::damn::damn: I mean I had this guy locked dead on, how could this happen?! I'm getting so frustrated with this crap, I have half a mind to go back to stock 1.5 can anyone please help me with this?

OK, here we go. No doubt there will be a dozen others posting who disagree with everything I say, but this is my advice.

First, I would not mix slow and fast torpedos, or magnetic and impact ones. This is, IMO, an extra complication you don't need. You didn't say how many observations were made before your attack, or whether you are plotting. I would suggest you make a plot, and have at least half a dozen observations, before you attack. A good plot will reveal any flaws in your firing solution or set up (at least once you have the experience to make full use of it). I know many do not like using plot methods, but this is how it was done for the most part, and provides the best possible situational awareness. The main exception being emergency situations, where there was not sufficient time for plotting. Also, if you were using the the little time computing button on the right slideout, be aware it is not considered to give accurate results. It's best to avoid using it.


I don't know why your range estimates were so different. If you are using sonar, and the stadimeter and sonar differ, I would go with the sonar estimate. Radar, of course, is a big help, if you have it. Ordinarily, I make range estimates at 3 or 6 min. intervals, update the plot and calculate speed, but I give the most recent positions more "weight", and may discard one if it seems implausible. I prefer to use the average of the 2 or 3 most recent observations. Stadimeter estimates of a distant target are unlikely to be very accurate.

I don't want to get too far into the weeds of the TORPEDO PROBLEM. I don't know exactly what works best in RFB, or any other mod. (I am usually in the S-class boats.) Even if I knew exactly what impact angle, what depth, what setting, produced the perfect results, I would not tell you. The whole point of having torpedo failures is that it simulates what was really encountered in the war, and the reality was that torpedos often failed. Having an easy way to sidestep this would be a game exploit, and defeat the purpose of it.

My present thinking about torpedo failure is this:
(I am assuming you are playing at a high level of difficulty here.)


Get a good set up and make your attack, the way you would if the torpedos worked ok.

Accept the fact that many will not perform ideally (or at all).

Launch twice the number you would need, if they were reliable.

If the target is a capitol ship, use as many as possible.

Do not begrudge yourself the extra expenditure of torpedos.

Congatulate yourself for each and every ship sunk.

gi_dan2987
01-27-12, 04:25 PM
Get a good set up and make your attack, the way you would if the torpedos worked ok.

Accept the fact that many will not perform ideally (or at all).

Launch twice the number you would need, if they were reliable.

If the target is a capitol ship, use as many as possible.

Do not begrudge yourself the extra expenditure of torpedos.

Congatulate yourself for each and every ship sunk.

I play at 100% realism settings, with no map contact updates. I feel that every point of renown should be correctly earned through skills and abilities, not the game engine. I don't like to ping as it sends up a warning as to where I am, though I'm not sure if a merchant can tell if it's being pinged. As for the stadimeter, I read somewhere within subsim forums that your geographical location on the map can affect the accuracy of your stadimeter, but I'm not sure if that's true or not.

Concerning my torpedo selection and settings; At the time of the said attack, my boat was fully loaded with Mk14 torps. I know they are notorious for duds while running high speed with impact pistol at 90 AOB. Thus the reasoning (though maybe not the best reasoning) behind shooting a "mixed batch" of torps. I can successfully conclude that torpedoes one and two were hits but duds, number three either failed to detonate or ran too deep, and number four ran amok, skittering off to the side harmlessly. I'm sure the crew inside that merchant messed their drawers hearing two dull thuds against their hull.

At any rate, I spent the renown and loaded up with Mk10's, and now I'm in port ready to head out to the East China Sea. I've always been a fan of plotting when given the time, but in a hurry the stopwatch icon is good for scratching down a solution for a quick hip shot. We shall see how this next patrol goes.

Respectfully yours,
Commander, USS Silversides

gi_dan2987
01-27-12, 11:39 PM
Ok so I just got back from my fourth patrol into the east china sea, and expended all torpedo stores at two convoys for a total tonnage score of 22,000 GRT. I used plotting methods to gather all the info, and actually never used the periscope once to conduct the attack outside of taking quick peaks to re-verify course and speed.

Once I had a series of range/bearing readings from my radar, I set my intercept for 90 AOB. Once in position approximately 1,000 yards from the estimated enemy course line, I ordered periscope depth, battle stations, and silent running. Sonar man informed me of merchants approaching, multiple contacts. I popped up the scope and took a range and bearing on the center ship, set timer, took another range/bearing at 5 minutes, and marked it on the map. Perfect, course 24 and according to the nomograph the convoy was maintaining its speed of 9 knots consistently. Info locked into TDC, check. All I needed to do was ping and shoot.

I raised the attack scope to note the 3 fattest targets and their bearings, then opened all 6 tubes (Mk10 torps this time) and went to the TDC. When my gyro was reaching zero, I went to the sonar station, found my fatboys on hydrophone. One ping, Two Pings, lock range/bearing, adjust AOB to match course on TDC, Fire one! Fire Two!
Next target, Two pings, lock range/bearing, adjust AOB to course, fire three, fire four!
Next target, same, five and six in the water.

All this pinging gave my position away pretty good, so I dove to test depth and went into silent running. On the way down my sonar man joyfully called out six torpedo impacts, unbelievable! within 45 minutes all three ships were beneath the waves, and I had just racked up 15,000 tons in one salvo. I'm so glad I finally understand how to attack a convoy now. Thanks for all your help fellas! Just on a side note, I refuse to use the dials anymore because they seem to have too much of an error margin.

Cheers!
Commander, USS Silversides.

altoso99
02-04-12, 01:54 PM
I'm playing RFB2.0+patchApril2010+RSRDC_RFB_575+RSRDC5xxPatch (in that order)

I just completed a campaign with a Gato, new construction from early 42 all the way to the end of the war.
Operating from... SUBPAC? (I mean Pearl-Midway-etc, no TASK FORCE) I never got a overhaul, I was stuck with the early war tower, .50 cal machinegun for AA defense and black paint. However, I was able to buy new deck guns.

I turned down a some new submarine offers, I don't know if that has something to do with that... I wanted to keep my sub, but get the overhauls, and I don't know how to do it or if it's possible...

I never got a special mission, it was all go there and sink ships, I wanted some special missions like recon, SF deployment, saving pilots... things like that. I don't know if that's caused by the RSRD campaign...

Now I'm going to start another campaign, this time with a Tambor, any advice? I want to get overhauls and special missions.

altoso99
02-04-12, 02:07 PM
I'm playing RFB2.0+patchApril2010+RSRDC_RFB_575+RSRDC5xxPatch (in that order)

I just completed a campaign with a Gato, new construction from early 42 all the way to the end of the war.
Operating from... SUBPAC? (I mean Pearl-Midway-etc, no TASK FORCE) I never got a overhaul, I was stuck with the early war tower, .50 cal machinegun for AA defense and black paint. However, I was able to buy new deck guns.

I turned down a some new submarine offers, I don't know if that has something to do with that... I wanted to keep my sub, but get the overhauls, and I don't know how to do it or if it's possible...

I never got a special mission, it was all go there and sink ships, I wanted some special missions like recon, SF deployment, saving pilots... things like that. I don't know if that's caused by the RSRD campaign...

Now I'm going to start another campaign, this time with a Tambor, any advice? I want to get overhauls and special missions.

PD: Ups no new construction 42 that was TMO :haha: I mean april 42 the first available Gato. Freaking german forum I wanted to edit not quote haha sorry

gi_dan2987
02-04-12, 02:16 PM
I'm now playing TMO 2.5 and I must say that is pretty intense as far as immersion factor goes.

Hinrich Schwab
02-04-12, 05:30 PM
I have just installed this megamod after finishing both an American and German career and I am quite impressed. However, I noticed that the activation button and H2O2 bar for the Walter Turbine is missing from the Type XVIII. Is this a bug or an oversight due to an intention to remove the Type XVIII from play because it was an unfinished prototype?


EDIT: Never Mind. I see it was replaced by the Type XXI

TorpX
02-05-12, 01:29 AM
I have just installed this megamod after finishing both an American and German career and I am quite impressed. However, I noticed that the activation button and H2O2 bar for the Walter Turbine is missing from the Type XVIII. Is this a bug or an oversight due to an intention to remove the Type XVIII from play because it was an unfinished prototype?


EDIT: Never Mind. I see it was replaced by the Type XXI

I'm not 100% sure, but I don't think RFB was intended to be used with german campaign.

Hinrich Schwab
02-05-12, 06:36 PM
I'm not 100% sure, but I don't think RFB was intended to be used with german campaign.


Other than swapping the XVIII out for the XXI, I do not see any adverse issues, yet. However, I do miss my "warp drive" boat. :D

swdw
02-06-12, 10:39 AM
Fire 1-4! off to the races, 4 fish in the water and screaming home. Looking good, looking good, clunk, dud, clunk, dud, torp 3 miss, torp 4 miss. He begins evasive maneuver and spotlights center on my periscope :damn::damn::damn::damn: I mean I had this guy locked dead on, how could this happen?! I'm getting so frustrated with this crap, I have half a mind to go back to stock 1.5 can anyone please help me with this?

If you downloaded this mod to get historically accurate play, the problem with the dud / missing torpedoes is??

You need to read about the sub that fired TWELVE fish at a target dead in the water and every torpedo either passed under the target or bounced off the hull as a dud.

A lot of work was done to get the failure rate historical at different firing angles. If you want to know what the solution to this, read some history on it. The skippers came up with a not so easy solution that worked comprised of 3 steps.

Not being sarcastic here. Part of the fun is learning the history and about the "conspiracy" of the boat skippers to do exactly the opposite of what fleet headquarters SOP told them to do in order to get more hits and reduce the number of duds.

The ranging issue is something entirely different and do not have a solution for that one.

Hinrich Schwab
02-06-12, 07:44 PM
If you downloaded this mod to get historically accurate play, the problem with the dud / missing torpedoes is??

You need to read about the sub that fired TWELVE fish at a target dead in the water and every torpedo either passed under the target or bounced off the hull as a dud.

A lot of work was done to get the failure rate historical at different firing angles. If you want to know what the solution to this, read some history on it. The skippers came up with a not so easy solution that worked comprised of 3 steps.

Not being sarcastic here. Part of the fun is learning the history and about the "conspiracy" of the boat skippers to do exactly the opposite of what fleet headquarters SOP told them to do in order to get more hits and reduce the number of duds.

The ranging issue is something entirely different and do not have a solution for that one.

The only thing more shameful than the Mark 14 torpedo debacle in American Military History is the bulk of America's performance in the War of 1812.:damn: The torpedo scandal reflected much of the apathy existing towards the Navy during the Interwar Years. Insufficient funding, poor testing and the cardinal sin of "assumption" pretty much left the submarines impotent in many attacks. Funny thing is that the Germans experienced the same assumption failures regarding ENIGMA intercepts and decoding.

gi_dan2987
02-07-12, 07:41 AM
The only thing more shameful than the Mark 14 torpedo debacle in American Military History is the bulk of America's performance in the War of 1812.:damn: The torpedo scandal reflected much of the apathy existing towards the Navy during the Interwar Years. Insufficient funding, poor testing and the cardinal sin of "assumption" pretty much left the submarines impotent in many attacks. Funny thing is that the Germans experienced the same assumption failures regarding ENIGMA intercepts and decoding.

For most nations, during a time of peace, the military in general gets cut from the funding list. Only a skeleton defense army is kept, and bare bones navy remains only to act as an immediate defense force. Apathy is the worst scourge of any country, and usually comes from arrogant politicians.

gi_dan2987
02-07-12, 08:17 AM
The only thing more shameful than the Mark 14 torpedo debacle in American Military History is the bulk of America's performance in the War of 1812.:damn: The torpedo scandal reflected much of the apathy existing towards the Navy during the Interwar Years. Insufficient funding, poor testing and the cardinal sin of "assumption" pretty much left the submarines impotent in many attacks. Funny thing is that the Germans experienced the same assumption failures regarding ENIGMA intercepts and decoding.

For most nations, during a time of peace, the military in general gets cut from the funding list. Only a skeleton defense army is kept, and bare bones navy remains only to act as an immediate defense force. Apathy is the worst scourge of any country, and usually comes from arrogant politicians.

Capt. Morgan
02-08-12, 03:53 AM
...my fleet boats can dive until they crush now. I really like RFB + RSRDC and if somebody could produce a mod which would allow you to dive down to 600 ft and more in a controlled way, that would be a big plus, also for TMO. It is historically not correct that the submarine would sink like a stone once past 500 ft of depth.

Sorry for the late reply, I'm just catching up on RFB again.

I've been using Vickers TMO 1.9 3D interior overhaul (http://www.subsim.com/radioroom/showthread.php?t=158706) in RFB\RSRD without any noticeable problems for several career patrols.

It will give you two clickable depth gauges - good down to 600' - at the planesman station and in the conning tower. I've taken a Balo down to 550' in full control, she sank a foot in one hour while at silent running (1KT). I haven't tested it below 550' because I don't really want to know the crush-depth.

With the unmodified NSS_*****.cfg, the red-line stays at the test depth, and crew call the out depth every 20' as far down as you want to go. The Below-Test-Depth icon also appears at the correct depth, but there's no verbal warning.

Oh yeah, the interior looks great too. Has anyone reported problems with this mod in RFB?

Hinrich Schwab
02-10-12, 02:31 PM
I have observed that this mod has a nasty habit of CTD whenever you are in any time compression near an area that has a lot of contacts and the sound buffer clogs up because the watch crew wants to report them all at once. Is there a fix for this bug?

Capt. Morgan
02-10-12, 07:39 PM
I have observed that this mod has a nasty habit of CTD whenever you are in any time compression near an area that has a lot of contacts ...

Intersting. I'll try to see if I can duplicate this problem on my rig with some of the canned missions - maybe also check out Truck.

AVGWarhawk
02-10-12, 09:02 PM
I have observed that this mod has a nasty habit of CTD whenever you are in any time compression near an area that has a lot of contacts and the sound buffer clogs up because the watch crew wants to report them all at once. Is there a fix for this bug?

What are you running the game on? Many units in your vicinity along with time compression really taxes the computer hardware.

Hinrich Schwab
02-10-12, 09:49 PM
What are you running the game on? Many units in your vicinity along with time compression really taxes the computer hardware.

An ASUS G60Jx with an NVIDIA Geforce GTS 360M that has absolutely no excuses for choking on anything in SH 4.

altoso99
02-10-12, 11:28 PM
Hey still no answer to the lack of special missions and not getting new coning tower/paint through the war!! Any solution?

And now I have some problems with CTD, when I'm near or inside a harbor full of ships, when I go to deck/external view my I get CTD!!

Runing RFB2.0+patch+RSRDC for RFB+patch

Capt. Morgan
02-11-12, 04:08 PM
I have observed that this mod has a nasty habit of CTD whenever you are in any time compression near an area that has a lot of contacts and the sound buffer clogs up because the watch crew wants to report them all at once. Is there a fix for this bug?

So, I modded the "Northern Run" mission, adding 26 mixed merchants to the main convoy for a total of 35 merchies and 6 escorts, calm seas, unlimited visibility, no radar.

I then set course to plow into it at 1556X TC. My sub marker stuttered like crazy when it approached the convoy location, but dropped out of TC nicley and threw up the Merchant-spotted dialogue without problem. I then ran into the convoy at TC 8X - 32X, again no problems (yes, I had set the escorts to "poor").

Tried it with both the Tambor and Gato interiors. I'm going to try again with an even larger convoy - say 75 (!) and also test the S-Boat interior. We'll see how it goes.

Hinrich Schwab
02-11-12, 11:52 PM
So, I modded the "Northern Run" mission, adding 26 mixed merchants to the main convoy for a total of 35 merchies and 6 escorts, calm seas, unlimited visibility, no radar.

I then set course to plow into it at 1556X TC. My sub marker stuttered like crazy when it approached the convoy location, but dropped out of TC nicley and threw up the Merchant-spotted dialogue without problem. I then ran into the convoy at TC 8X - 32X, again no problems (yes, I had set the escorts to "poor").

Tried it with both the Tambor and Gato interiors. I'm going to try again with an even larger convoy - say 75 (!) and also test the S-Boat interior. We'll see how it goes.

I never go over 128x. I have also noticed that the Watch Crew has a nasty habit of not acknowledging contacts even when contacts are in physical rendering range. It is as if the script for the watch crew is hanging on something and when it "unhangs", every contact that should and can be reported is dumped into the buffer all at once, causing the CTD. I have gone past Midway at 32x and watched 18 contacts get mass-dumped into the message log and all of the voice messages clog the engine. This was one instance where I did not experience CTD.

altoso99
02-13-12, 02:30 PM
Hey still no answer to the lack of special missions and not getting new coning tower/paint through the war!! Any solution?

And now I have some problems with CTD, when I'm near or inside a harbor full of ships, when I go to deck/external view my I get CTD!!

Runing RFB2.0+patch+RSRDC for RFB+patch

Ok now are you ignoring me for being new and foreigner? Or am I the only one with these problems? Or are these problems known bugs that I don't know about because I didn't read some hidden readme? I read the RFB manual and I didn't find anything about my problems.

thanks

Hitman
02-13-12, 05:04 PM
Ok now are you ignoring me for being new and foreigner? Or am I the only one with these problems? Or are these problems known bugs that I don't know about because I didn't read some hidden readme? I read the RFB manual and I didn't find anything about my problems.

No need to be so sensitive :)

RFB is a great mod but work on it stopped long ago, and sadly there are not that many fleet boat fans around :cry:. And many of those play Trigger Maru, which is also a great mod.

What you report is something related to RSRD, as the campaign should assign you the special missions. But that will depend on boat/date/command you are operating for.

The boats that get most special missions are the Narwhal/Nautilus class, because they were actually so fat, slow and outdated, that they were soon relegated to those tasks. Get one of those in late 1942 or 1943, and you will almost only do special missions.

Good hunting :salute:

Capt. Morgan
02-13-12, 09:24 PM
...I have also noticed that the Watch Crew has a nasty habit of not acknowledging contacts even when contacts are in physical rendering range. It is as if the script for the watch crew is hanging on something and when it "unhangs", every contact that should and can be reported is dumped into the buffer all at once, causing the CTD...

Just wondering if you have any kind of environmental mods installed overtop of RFB - anything that would change sensors or colours, or visibility range?

I'm thinking this is really more of a TMO 1.9 interior overhaul (http://www.subsim.com/radioroom/showthread.php?t=158706) question so I'll ask it over there (http://www.subsim.com/radioroom/showpost.php?p=1838608&postcount=289) .

I'll try it out the 75 ship convoy tonight (if for no other reason than to see such a thing in SH4) but I suspect I that even if it CTD's. it won't be quite the same as your situation.

Hinrich Schwab
02-14-12, 03:03 AM
All I have is Real Fleet Boat 2.0, the April 2010 patch, Strategic Map Symbols and TMO Plot Final (the RFB compatible version) None of these should effect the environment.

Fish40
02-14-12, 09:30 AM
For those having CTD issues, what are your system specs, particularly your RAM. If you have at least 2gigs, may I suggest installing the 4gig patch which could be found in the D/L section. Actually a small utility and not really a patch, this enables programs (not only SH4) to use up to 4gigs of memory. I"m useing RFB + RSRD and was experiencing CTD's whenever I would encounter large task forces or convoys, or when nearing a busy port during TC. This utility solved all my troubles. I also use it for all my flight sims as well. If your system meets the requirements, give it a try.

Hinrich Schwab
02-14-12, 01:39 PM
For those having CTD issues, what are your system specs, particularly your RAM. If you have at least 2gigs, may I suggest installing the 4gig patch which could be found in the D/L section. Actually a small utility and not really a patch, this enables programs (not only SH4) to use up to 4gigs of memory. I"m useing RFB + RSRD and was experiencing CTD's whenever I would encounter large task forces or convoys, or when nearing a busy port during TC. This utility solved all my troubles. I also use it for all my flight sims as well. If your system meets the requirements, give it a try.

The utility says it is for XP. I run Windows 7 64-bit. I only ran into this issue a couple of times in stock with extreme time compression (>1024). I am almost certain that it is the way the mod alters visual contact ranges and how it handles sightings.

Fish40
02-15-12, 04:04 PM
I have Windows 7 64bit as well. No probs here!;)

Hinrich Schwab
02-17-12, 02:44 AM
I have Windows 7 64bit as well. No probs here!;)

Error message "unknown version" popped up. Is there a known compatibility issue with the "U-Boat Mission" expansion or do I need to unload all of my mods, first?

Bilge_Rat
02-17-12, 08:51 AM
I have win 7 64 bits. There is no known compatability issue, but it can be a bit finicky with certain games. You might try a total reinstal to see if that helps.

I restarted playing a few weeks back on a year old instal of RFB+RSRDC and was getting pretty constant CTDs whenever near enemy ships. After trying various tricks, I reinstalled SH4+UBM from scratch, installed TMO2.5+RSRDC and have not had one CTD in 5-6 hours of play.

Hinrich Schwab
02-26-12, 10:52 PM
I found the generic version in the SH5 mods thread and it appears to have done the trick. :up:

Griffon_301
02-27-12, 04:22 PM
I just came back to SH after long years flying in Il2 and opted to go the RF way of modding; what can I say?
a big hearty thank you to all involved in creating this awesome mod!!!!

will post more once I have spent more time in the sim, it is far far better and more complex than the original Silent Hunter which I played till my eyes bled :D

once again, S! to all involved, see you in the pacific :D

Hinrich Schwab
03-02-12, 10:26 PM
I have been playing this mod for a bit and I can say that the realism surrounding the Mark 14 Torpedo is certainly accurate and realistic. The torpedo is an unreliable piece of crap. :damn::damn::damn::damn::damn: Too bad I can't have the torpedomen "field mod" these things. Hats off to the RFB team for portraying this suck-tacular portion of military history well...too bad the fist imprint in my wall is disinclined to agree. :damn::O:

Turtle
03-11-12, 01:25 PM
Thanks for all the work you guys do to keep things interesting.
Does 2.0 require RFB 1.5/1.52 to be installed first or is it all inclusive?

TorpX
03-12-12, 11:20 PM
You don't need the 1.5. Just the 2.0 version and the patch after.

Happy Hunting! :salute:

RickC Sniper
05-15-12, 02:26 PM
The first download link from Subsim is about 370 MB in size.

The third download link is over 570 Mb.

Both say they are RFB 2.0

Why the huge difference in file size?

utops
05-15-12, 04:26 PM
The first download link from Subsim is about 370 MB in size.

The third download link is over 570 Mb.

Both say they are RFB 2.0

Why the huge difference in file size?

Maybe first one is better compressed or different compressor was used?

RickC Sniper
05-15-12, 05:17 PM
Maybe first one is better compressed or different compressor was used?

True, the smaller one is 7z and the large file is a .rar file.

Does 7z compress this much better than .rar?

I am just looking for confirmation that the two files are identical so I can download and use the quicker download.

Loudspeaker
05-24-12, 02:11 PM
Hello,

I have been playing this mod for a while now, and I must say that I am very satisfied with it. I seem to be having a problem with game crashes, though, when I am near home ports. Usually I can fix the problem by using little time compression, untill I am far away from the port, but this doesn't always solve the problem. As in this case:

I am commanding a porpoise-class fleet boat operating from Midway late september 1942. Game crashes whenever I try to leave port and head for the open ocean, on slow and fast time compression. I am looking at map only, which is why I don't consider this to be a graphical problem. I have tried with radar turned on or off, same deal.

Here is my mod setup using Generic Mod enabler:

-----

RFB_2.0
RFB_2.0_patch_23april2010
RSRDC_RFB_V575
RSRDC_V5xx_patch1

-------

My core game is SH4 1.5 with U-Boat add on.

My operating system is Windows 7.

Can anyone help solve this problem?

P.S. I have been playing a career with a S-boat operating from Manilla-Surabaya-Perth-Brisbane till 1943 without any problems occuring at all.

Soviet Creeper
05-24-12, 02:57 PM
If your rig has 4gb of ram or more, try the 4gb patch for SH4. Should help with that

Loudspeaker
05-24-12, 04:01 PM
If your rig has 4gb of ram or more, try the 4gb patch for SH4. Should help with that
I have 6 GB. Can this patch be found here?

Edit: I found the patch. I'll give it a shot.

Edit 2: No, it didn't solve the problem, but the game seems to load quicker and runs more smoothly now, so I definately thank you anyway, soviet creeper.

Captain Wolf
05-26-12, 07:55 AM
Ok now are you ignoring me for being new and foreigner? Or am I the only one with these problems? Or are these problems known bugs that I don't know about because I didn't read some hidden readme? I read the RFB manual and I didn't find anything about my problems.

thanks

Hi I have come across the same problem with the conning tower, was a sargo and i still had the 'bathtub' tower past the date when it should have been updated. Now in december 1942 it still hasn't, though i have just been given USS Gato itself with the 'bathtub' (though i can't remember when the refit should happen i don't think i have reached it yet). One thing though is that I think this is a problem with the game rather than with RFB, due to that with stock SH4 it was happening where like you I went through the entire war having never seen a refit.

On the special missions front i have just encounted my first with Gato on my first patrol with her to pick up downed pilots in the solumon's in janurary 1943, though its worth mentioning that i am with the task force that at the moment operates out of Brisbane Australia and don't quote me on this but I think that it is only the task forces that get the special mission (even though they seem very rare) while SubPac and the like only conduct anti-shipping.

Sorry for the wall of text and for the lack of any solution just info.

Captain Wolf

Runing RFB2.0
April 2010 patch
Latest RSRDC for RFB+patch

fitzcarraldo
05-26-12, 08:32 AM
Mate: I recommend you TMO 25, or TMO 25 with RSRDC. RFB is an "oldie"; TMO 25 is actualized...

Sorry but I don´t know about your problem.

Regards.

Fitzcarraldo :salute:

Hylander_1314
05-26-12, 08:37 AM
There is an issue with refits, and it is a stock bug. Some of it, is in the upc files for the different boats, and the dates shown for the months of the year. There a long discussion about it on the TMO thread, and Ducimus changed all the months to reflect their proper length in days. As a for instance, February showed having 31 days, which is absolutely ludicrous.

The other issue, was with the point system required for upgrading. That had to be modded down, because people were going through the war with a Gato boat with a 1941 tower.

Lastly, if you can avoid it, try not to refuel and re-arm at all during your patrol. I can't remember what it does, but it was discovered (if memory serves) that refueling and re-arming caused something to discount your renown when you ended your patrol.

In my latest campaign, I can confirm this. I had a Tambor class boat and I would refuel / rearm, before entering the base at the end of the patrol, and I never was offered an upgrade for a boat, or given an upgraded tower.

So here it was, November of 43, 8 months after the Balao became available, and over a year after the Gato was available, and the time I did not refuel / re-arm, before entering the base at Perth - Fremantle I was offered a new boat. Had I kept doing the latter, I would have gone through the entire war with a 1941 style Tambor boat.

But even with the adjustment made to TMO, the upgrade issues for the boats, is still kind of buggy, but it is the best the modder could figure out.

Captain Wolf
05-26-12, 11:10 AM
Copy that I will bear these comments in mind. Thanks for the replies:up:.

Captain Wolf

stanger
05-26-12, 07:35 PM
There is an issue with refits, and it is a stock bug. Some of it, is in the upc files for the different boats, and the dates shown for the months of the year. There a long discussion about it on the TMO thread, and Ducimus changed all the months to reflect their proper length in days. As a for instance, February showed having 31 days, which is absolutely ludicrous.

The other issue, was with the point system required for upgrading. That had to be modded down, because people were going through the war with a Gato boat with a 1941 tower.

Lastly, if you can avoid it, try not to refuel and re-arm at all during your patrol. I can't remember what it does, but it was discovered (if memory serves) that refueling and re-arming caused something to discount your renown when you ended your patrol.

In my latest campaign, I can confirm this. I had a Tambor class boat and I would refuel / rearm, before entering the base at the end of the patrol, and I never was offered an upgrade for a boat, or given an upgraded tower.

So here it was, November of 43, 8 months after the Balao became available, and over a year after the Gato was available, and the time I did not refuel / re-arm, before entering the base at Perth - Fremantle I was offered a new boat. Had I kept doing the latter, I would have gone through the entire war with a 1941 style Tambor boat.

But even with the adjustment made to TMO, the upgrade issues for the boats, is still kind of buggy, but it is the best the modder could figure out.

This reminded me, that in my current career, 3rd with TMO, first with TMO+RSRD, I did get a refit to the Gato. I started with Sargo, after 3 patrols = game thinks it was 4 = I was given a Gato as usual with TMO (with changed upgrades classes to stock = much more sense), then my boat was upgraded with second CT (after 2 or 3 patrols, before the end of 1942, would need to check my patrols log), and then - beginning of 1943 - I was offered with Balao - accepted. So, the game didnt waited another 3 - 4 patrols to give me new boat = refit was a refit, new command - new command (if you get what I mean). Now, for this career, I did changed RankPatrolsUS in UPC.cfg from TMO's 4,6 to stock 4,5 - thinking that there might me a conflict when there is time (and right conditions) for a refit and new command offer the game will always choose new command except when those two dont 'happen' at the same time. Maybe its worth investigating, but maybe its RSRD that 'fixed' it, and if so, then the root of the problem might lay in Flotillas.upc file - only one changed by RSRD (other two cant have any influence on sub refits).

RFB has RankPatrolsUS set to 5, 5 ... I dont play RFB, but if people are having the same problem with RFB, and it has number of patrols between new commands offers and refits\rank advancement set this way... Someone would need to change those values to 4,6, and play the mod with it to confirm\refute the theory.

Fish40
05-28-12, 11:44 AM
Ironicaly enough, I just received a conning tower fairwater upgrade for my Tambor. It's Oct. 42'. Last patrol I turned down a new Gato because I want to try to stick it out in a Tambor. As a side note, I'm sad that this Mod is slowly but surely falling by the wayside. I wish someone could take up the torch and continue work, even if for minor updates. If I had any modding skills I'd give it a try. I've played this mod since it's beginning when Beery worked on it. I'd hate to see it become an afterthought:nope:

stanger
05-28-12, 01:07 PM
Maybe then its more of a problem with TMO where the mods settings causes the game to wait (for something) instead of giving an upgrade; and you know its should be available, but the game dont want to give it to you. It's not like subs refitting is completely disabled (Balao still can get its '44 upgrade - cause there is nothing else available) its the time between patrols needed is all messed up - that is my theory ;)

TorpX
05-29-12, 09:49 PM
As a side note, I'm sad that this Mod is slowly but surely falling by the wayside. I wish someone could take up the torch and continue work, even if for minor updates. If I had any modding skills I'd give it a try. I've played this mod since it's beginning when Beery worked on it. I'd hate to see it become an afterthought:nope:

I feel the same way. For some reason, there seem to be 10 modders working on SH 3 for every one on SH 4. And God knows, there is plenty in SH 4 that needs to be fixed. :cry:

Hylander_1314
05-30-12, 06:59 AM
I feel the same way. For some reason, there seem to be 10 modders working on SH 3 for every one on SH 4. And God knows, there is plenty in SH 4 that needs to be fixed. :cry:


Some of it has to do with a lot of folks not caring for the American sub ops in WWII. Mostly, because as the war progresses, you have diminishing target choices, and that the IJN didn't have the same kind of ASW policies as the Royal, and US Navies did, so they see the Pacific as boring in comparison to operating U Boats.

So, there are more people to do more with SH3 than SH4. Also, with SH5 coming along, many have gone over to it instead of diving into SH4. Even with the U Boat add-on for SH4, it didn't attract as many as was hoped. But there were some folks who finally got into SH4 because of the add-on eventually. And that was the only reason they picked it up.

Eventually, I will pick up SH5, but I want to wait until I can really upgrade my graphics, and get more powerful ram. I had to wait 2 years to play SH4 because my old ailing computer couldn't handle it beyond the screen looking like a slideshow if a convoy or task force showed up. And that was even on the lowest graphic settings.

I really want a nice SLI or Crossfire setup with something along the lines of a 500 series vid-card, with a gig of ram on each.

Fish40
05-30-12, 07:49 AM
I don't know if it's totally about more folks' desire to play U Boats. TMO seems to have a greater following, and has been updated. Modders are making more mods compatable with TMO, because that's what they play. Nothing at all against TMO, but I'm just a die hard RFB fan. ;)

Hylander_1314
05-30-12, 09:28 AM
Just went off what I heard folks talk about.

TorpX
05-31-12, 10:34 PM
I don't know if it's totally about more folks' desire to play U Boats. TMO seems to have a greater following, and has been updated. Modders are making more mods compatable with TMO, because that's what they play. Nothing at all against TMO, but I'm just a die hard RFB fan. ;)

I'm sure your right about the update aspect. I know Duci has come up with many good ideas for his mods, but I still prefer the game to be modeled for a historical level of difficulty. If I can ever finish the war though, I will probably give TMO a whirl.

Araxnid
06-01-12, 08:09 AM
Hello.
Is there any way to add detected ship sigh on the map, when you zoom in?
I see only square and only when im zooming out.

Like in the stock game. And also line of the torpedo attack.
Any ways? -) I understand, this is mod for making game more reality, but anyway its too realistic for me.

Nbjackso
06-01-12, 08:12 PM
Hello.
Is there any way to add detected ship sigh on the map, when you zoom in?
I see only square and only when im zooming out.

Like in the stock game. And also line of the torpedo attack.
Any ways? -) I understand, this is mod for making game more reality, but anyway its too realistic for me.

Try this mod - - -> http://www.subsim.com/radioroom/downloads.php?do=file&id=1820

By the way, Welcome aboard:salute:

Mister_Spok
06-03-12, 04:37 AM
Greetings to all.

Today I tried RFB instead of TMO, because of it's realistic sinking mechanics and overall increased crew and submarine vulnerability. BUT!

I noticed that it uses MAP CONTACTS?! WTF?! It willingly draw cute little rectangles that represent position of the ship I have no range found yet! This you call a realism mod?

doulos05
06-03-12, 04:57 AM
Greetings to all.

Today I tried RFB instead of TMO, because of it's realistic sinking mechanics and overall increased crew and submarine vulnerability. BUT!

I noticed that it uses MAP CONTACTS?! WTF?! It willingly draw cute little rectangles that represent position of the ship I have no range found yet! This you call a realism mod?

Maybe they pay the crewmen on the boat to do their jobs? I mean, any radar operator worth his berth on the boat can get you range and bearing to target.

Seriously, though. No Map Contacts at all is just as unrealistic. There were how many people in the Firing party for some of the attacks described in the Submarine TDC manual that all the big names here toss around? Isn't is something like 12 or 14? What are they doing? Why do I have to be sonarman AND navigator AND TDC operator AND periscope operator, etc, etc, etc when the 'role' I'm supposed to be assuming is that of either Captain or Approach Officer?

What we really need is No Map Contacts, Yes Map Contacts, and Crew Map Contacts.

What I'm thinking with Crew Map Contacts is that map contacts are updated, but with an error factor based on the relevant skill level of the crew members in question. Got a great sonarman? That bearing line will terminate a lot closer to the ship's actual position? Is the Officer of the Watch really good, those map contacts will update faster and will be closer to the ships actual position.

Then, I can correct my crew my changing the Map Contact (maybe clicking on it would bring up the data and I could use up or down arrows to adjust values).

Now, I'm doing my job (directing the approach, deciding if we have a good plot, averaging out the errors in the various observation methods so we have a good firing solution, etc) and my crew is doing their's...

doulos05
06-03-12, 05:02 AM
Note: I realize the above is almost certainly impossible to accomplish with simple modding. It would have to be built in from the beginning into the stock game, but it would still be the 'most historically accurate' way. Then again, I can see the complaint's now...

"I keep missing targets because the stupid game doesn't even know where the ships are? How is that fair? I wants my booms and tonnages!!1!!"

Mister_Spok
06-03-12, 05:42 AM
I mean, if I want to do all that you described myself, is it that bad? If I miss there is noone to blame except me, right? I plan the approach, I do the plot, I listen to what the sonarman has to say, and I sink that bastards.

About the radar operator - totally agree. But map contacts is just evil :) I want to update my target's position myself, and if you take the radar operator, I want him just to shout out bearing and distance when asked.

All the other aspects of RFB, they are just great. Brilliant and very, very hard work done here.

Carthaginian
06-03-12, 11:52 AM
But map contacts is just evil :) I want to update my target's position myself, and if you take the radar operator, I want him just to shout out bearing and distance when asked.


If I DIDN'T have map contacts updated, then I would replace my entire control room crew when I got back. It means that my sonar and radar operators are lazy and that my XO is just picking his teeth while I do everything; since it doesn't seem like he does anything else except repeat my orders and stand there looking important... his sorry butt better be updating the positions of my targets!

Wilcke
06-03-12, 01:41 PM
Greetings to all.

Today I tried RFB instead of TMO, because of it's realistic sinking mechanics and overall increased crew and submarine vulnerability. BUT!

I noticed that it uses MAP CONTACTS?! WTF?! It willingly draw cute little rectangles that represent position of the ship I have no range found yet! This you call a realism mod?

When you start your career just go into game settings and check no Contact Updates.

Happy Hunting!