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doulos05
06-04-12, 02:25 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.

Yeah, that's why we have the "No Map Contacts" option. I endorse that option for those who want to play that way, I'd just rather not. I'm not good at being 18 people at the same time...

drakkhen20
07-09-12, 09:10 PM
excuse my ignorence but what does this mod do exactly because im intrested in downloading it ???:oops:

Hitman
07-10-12, 02:14 AM
Drakken you can download the manual in the first post of this thread. This is a supermod that makes many changes in the game to improve visuals and gameplay, always aiming at more realism.

drakkhen20
07-10-12, 10:30 AM
yes i found that out when i downloaded it. i dont know why i always ask those questions and then i read the fing manual ,lol:haha:. thanks again. already downloaded it so im going to give it a try. thanks.



regards,
drakkhen20

drakkhen20
07-10-12, 11:22 AM
ok heres a question. I play OM alot with OMEGU also. so can i use this mod with it? do i activate RFB first then OM ?

Hylander_1314
07-10-12, 06:11 PM
drakkhen20, I would guess that OM would probably conflict with RFB, as it does with TMO. You would probably have to make a stand alone version of RFB geared towards the Uboat campaigns.

From what I understand, it conflicts with the core files.

Soviet Creeper
07-11-12, 09:58 PM
I thought taht RFB 1.52 was compatible with OM. I may be wrong though.

drakkhen20
07-11-12, 10:01 PM
it says it in the readme but it doesnt say in what order. no spiciefics.

IonicRipper
11-26-12, 03:18 PM
I have a question about Hogan's Alley...

When rigging for depth charge, do i have to move every single men from the deck watch or simply the ones that are on duty? The manual isn't clear on that. (Or maybe i just didn't understand.)

The reason i ask is because there is not enough slots to move every enlisted men from the deck watch to Hogan's Alley.

BigWalleye
11-26-12, 05:39 PM
The OOD and the 2 senior EMs move to the 3 empty billets in the control room. The two EMs are the missing planesmen! :) Move them to the control room and you will see them there, manning the planes. The 2 junior EMs go to Hogans' Alley, where they are available for relief if needed - to free up a PO for the damage control party, for example. EVERYBODY must clear the deck or they will be burgered if you are depth charged. As far as SH4 is concerned, anyone assigned to topside duty is outside the hull, whether they are on or off watch. BTW, by extension of this "logic", off-duty topsiders are vulnerable to injury if you are bombed or fired upon while surfaced.

Thanks, UberSoft. Splendid job!

IonicRipper
11-26-12, 06:19 PM
Thanks for the info.

Also, this might sound stupid... How exactly can i bring up the stopwatch? The button seems to have been changed and i cannot find a way to bring it up anymore.

Bubblehead729
11-26-12, 07:55 PM
IIRC the keyboard shortcut for the stopwatch is the "X" key.
:up:

IonicRipper
12-07-12, 08:06 PM
Having another issue now: I no longer have a deck gun on my S-boat!

I can't say for sure when it happened as i rarely use it but there is no deck gun on my boat anymore.
I did everything in my power to try and fix this on my own but i must now accept that i need help from more knowledgeable people then me.

I did a clean sweep of everything: Reinstalled the game and used fresh mod files.

I tried running RFB_2.0 without any other mods. i even tried without Patch1.

The problem is definitely coming from RFB.

The only thing that works is starting a new career but i would rather not, i spent a lot of time on this one.

Any ideas?

EDIT: I've found that the problem seems to be coming from "Deck_Gun_4_50.DAT" and that if i use the game's original file it fixes my problem. The question is: Can i safely use the original file with RFB?

TorpX
12-08-12, 10:30 PM
I had a similar experience once. I found out (after weeks at sea and a carefully plotted approach) that my torpedo tubes would not work. I had all my torpedos, but for some reason I couldn't open the tube doors or launch any. Needless to say, it was a very unproductive patrol. I never figured out why this happened either. I just chalked it up to being a maintenance casualty. Next patrol everything worked fine. :hmm2:


If it was me, I would consider the deck gun to be out of action and do the best you can for the remainder of the patrol. I think you will have it back for the next one.

IonicRipper
12-08-12, 11:11 PM
IIRC i did 2 patrols without it

EDIT: Got by gun back when they offered me a new boat.

bidius
12-15-12, 03:26 PM
Ok, I did multiple searches for these questions I am about to ask, I skimmed through the thread (only skimmed because who really has the time to read every page?)

As I was playing with this mod, I realized two things that sorta bugged me about this mod (not to nitpick, cause the rest of it is gorgeous, I love the sinking dynamics)

1. When in the Bridge view (f5 I think) and I use the Binoculars, I can't see past my crew mates and parts of the ship I would otherwise be able to see past

Is there a way to change this? I'm no stranger to editing text files around, and general modding, so if it requires some sort of complexity I'm ok with that, just someone please point me in the right direction.

2. This is possibly the biggest, gamebreaking bug I've ever seen in a SH4 mod...

The destroyers sink themselves... they literally go so fast that they sink themselves.

Every time I am being engaged by a destroyer with this mod, they are cool for a bit, then when they go in for the kill (speed up) they go Bow-up and sink, no input by me, and a very strange bug...

these are the mods installed when these things occurred:

RFB_2.0
RFB_2.0_Patch_23April2010

tried on and off with:

RSRDC_RFB_V575

some help with these would be greatly appreciated, please?

BigWalleye
12-16-12, 08:26 AM
1. When in the Bridge view (f5 I think) and I use the Binoculars, I can't see past my crew mates and parts of the ship I would otherwise be able to see past

Is there a way to change this? I'm no stranger to editing text files around, and general modding, so if it requires some sort of complexity I'm ok with that, just someone please point me in the right direction.

I just move my POV forward through them. Just as with the interior cameras, the POV floats right through solid objects. Not elegant, but effective. I would certainly be interested in a mod that eliminates the view blocks, as the TDC camera does.


2. This is possibly the biggest, gamebreaking bug I've ever seen in a SH4 mod...

The destroyers sink themselves... they literally go so fast that they sink themselves.

Every time I am being engaged by a destroyer with this mod, they are cool for a bit, then when they go in for the kill (speed up) they go Bow-up and sink, no input by me, and a very strange bug...

these are the mods installed when these things occurred:

RFB_2.0
RFB_2.0_Patch_23April2010

tried on and off with:

RSRDC_RFB_V575

some help with these would be greatly appreciated, please?

I'm using the same mods, and have not seen that behavior. Wish I could get some of the DDs to do the self-destruct thing once in a while, though....:)

CapnScurvy
12-16-12, 12:54 PM
First off bidius.......Welcome to SubSim!


1. When in the Bridge view (f5 I think) and I use the Binoculars, I can't see past my crew mates and parts of the ship I would otherwise be able to see past

Is there a way to change this?


Yes, you can. Since you say you can do some modding, here's your chance. The problem is in the Clipping Distance of the binoculars. To fix the problem, make a simple mod that you'll be able to load through JSGME after the main RFB mod and its patch.

First, open the JSGME "MODS" folder and right click within it to make a "New" folder. Call it "My RFB Camera Fix" (or any other name you like). Open this folder and make another called "Data", then open this folder and make another called "Library". Your folder structure should look like this:

MODS/My RFB Camera Fix/Data/Library/

Now, open the "RFB_2.0_Patch_23April2010" mod. Following the same folder structure, copy/paste the file named "Cameras.dat" into your new fix "Library" folder.

Open it with using the tool Silent 3ditor found HERE (http://www.subsim.com/radioroom/showthread.php?t=119571). I'll usually put an S3D editor .exe shortcut into my "Send to" folder for easy access when modding. Once the .dat file is open in S3D, find the node named "Dummy_Camera_Binocular" and open the "CameraParams" heading. Find the "ClipDistance= 0.1" and change to "4.0" (no quotes around the entry). Remember to save your work, and exit S3D. Activate your fix mod after both RFB 2.0 and its Patch. See if you like the change the next time you run the game.

2. The destroyers sink themselves... they literally go so fast that they sink themselves.

Every time I am being engaged by a destroyer with this mod, they are cool for a bit, then when they go in for the kill (speed up) they go Bow-up and sink, no input by me, and a very strange bug...


Which destroyer is it........I mean, what is the name, or "type", of DD is it? As you said, you "love the sinking dynamics". This feature may be what's causing the problem, or at least something similar in the changes made to RFB's ship maneuvering abilities. For instance, by changing the ships mass weight; it's center of gravity; it's engine horsepower; it's weight distribution; you can mess around with how the ship sits in the water; how it responds to acceleration; what happens to the ship when it's in higher wind, compared to calm seas, etc. I don't know what RFB's done to this particular ship, but sounds like the tweaking got out of hand.

I know of a mod that's still floating around these forums (pun intended) that tweaked things on one of it's ships so you'll never see this particular ship in-game. If it enters the game in anything other than calm seas (no wind) it will sink within minutes of spawning. Here's an image of the modded British Javelin DD:

http://i175.photobucket.com/albums/w132/crawlee/JClasstoolow.jpg


Here's what the stock J-Class DD looks like:


http://i175.photobucket.com/albums/w132/crawlee/JClasscorrection.jpg


The modded Javelin is practically swamped as it sits in calm waters!

With tweaks to the center of gravity, mass, etc. I've seen ships start to rock in mild seas and actually capsize after their momentum pushed them over. Sometimes its better to leave things alone than go monkeying with parameters that have ill effects in untested ways.

bidius
12-16-12, 09:23 PM
Yes, you can. Since you say you can do some modding, here's your chance.

ohoho! O'll take that challenge!

I've been modding since I was about 6 with Doom, I dunno why but I get a sick pleasure out of tweaking game files... :know:

Thank you kindly for pointing me to where the files should be located.


Which destroyer is it........I mean, what is the name, or "type", of DD is it?


Well, I didn't think to Identify it at the time, me and my brother were too busy laughing our butts off to buckle down and try to fix it.

I'll Get a video of it up asap and post it here.

I think what I'll do is open up the mission editor, and try it with every type of enemy DD and see if any of them commit suicide.



As you said, you "love the sinking dynamics". This feature may be what's causing the problem, or at least something similar in the changes made to RFB's ship maneuvering abilities... <snip> I don't know what RFB's done to this particular ship, but sounds like the tweaking got out of hand.


yeah, that's what I figured. I should have also noted that it didin't happen instantly, they would spot me close the distance some, activate their hypothetical rocket boosters and the shear power would hydroplane them to their own demise... :o

I wasn't exactly sure how to go about fixing it, so I thought I would ask here to get some insight on where to start, or possibly even find other players with the same problem.


I'm using the same mods, and have not seen that behavior. Wish I could get some of the DDs to do the self-destruct thing once in a while, though....:)

ah, you say that but you don't truly mean it, it takes so much of the fun away. :P

Thanks again for the replies guys, I thought my questions would ultimately go unanswered, but it's nice to know that's not how you guys do things around here.

:yeah:

CapnScurvy
12-17-12, 09:25 AM
Thanks again for the replies guys, I thought my questions would ultimately go unanswered, but it's nice to know that's not how you guys do things around here.



We're pretty much open minded around here. Not much trouble in getting opinions. :D

The file that probably caused the destroyer to sink when it accelerated could be the specific .sim file for each ship found in the Data/Sea/NDD_SHIPSNAME folder. Take for instance the Fubuki DD, to find the proper file look in "Data/Sea/NDD_Fubuki/NDD_Fubuki.sim". Open the .sim file with S3D and find the "unit_Ship" node. Under this heading you'll find the weight, center of gravity, displacement, propulsion, etc. parameters. It's probably one of these that's out of whack.

The trouble of tweaking some of these parameters is that when one thing is changed, several other things may be effected too. It's been an issue since the game was released that the mechanics of the enemy ships were like Corvettes accelerating from the line. Zero to sixty in four seconds flat!! So, folks took to making the ships heavier, or taking away it's propulsion, or doing other things to create a more realistic response. Is this what happened with the particular RFB destroyer? Maybe, only looking under the hood (and knowing what you're looking at) will tell the tale.

Bilge_Rat
12-17-12, 10:59 AM
On the DDs sinking, do they just sink or blow up before? I have had the issue where DDs will blow themselves up with their own DCs if they set them too shallow, although that is infrequent.

See post #674 above for a screenshot.

bidius
12-17-12, 03:53 PM
On the DDs sinking, do they just sink or blow up before? I have had the issue where DDs will blow themselves up with their own DCs if they set them too shallow, although that is infrequent.

See post #674 above for a screenshot.

If I recall correctly, It only happened at enemy docks that were defended by destroyers, they had a very "wobbly" appearance, after they spotted me they'd pull a wide turn and then accelerate and the acceleration would sink themselves.

It happened a while ago but I did have the mods I mentioned earlier and no others installed at the time.

I just wanted to address the two issues I had with the mod before diving in again.


And yes, I had heard of the destroyers sinking themselves with Depth Charges, but I never had that happen, It was always the acceleration that did it.

The file that probably caused the destroyer to sink when it accelerated could be the specific .sim file for each ship found in the Data/Sea/NDD_SHIPSNAME folder. Take for instance the Fubuki DD, to find the proper file look in "Data/Sea/NDD_Fubuki/NDD_Fubuki.sim". Open the .sim file with S3D and find the "unit_Ship" node. Under this heading you'll find the weight, center of gravity, displacement, propulsion, etc. parameters. It's probably one of these that's out of whack.

The trouble of tweaking some of these parameters is that when one thing is changed, several other things may be effected too. It's been an issue since the game was released that the mechanics of the enemy ships were like Corvettes accelerating from the line. Zero to sixty in four seconds flat!! So, folks took to making the ships heavier, or taking away it's propulsion, or doing other things to create a more realistic response. Is this what happened with the particular RFB destroyer? Maybe, only looking under the hood (and knowing what you're looking at) will tell the tale.

I did take a look at those files a while back and figured I'd start there, thanks for the advice Capn!

BigWalleye
12-17-12, 06:11 PM
ah, you say that but you don't truly mean it, it takes so much of the fun away. :P



True, but just once, while they are pounding my eardrums with their DCs, it would be fun to have one sink himself. :F

CapnScurvy
12-18-12, 12:36 PM
It only happened at enemy docks that were defended by destroyers, they had a very "wobbly" appearance, after they spotted me they'd pull a wide turn and then accelerate and the acceleration would sink themselves.

That sounds very familiar! I mentioned earlier of seeing ships rock violently with calm seas.

When doing my test missions for correcting ship height/length, I'll place each stationary ship in a circle around a sub. Knowing its true distance from the sub, I'll use a math formula to determine the accurate height of the point used by the stadimeter. That's how I correct the height measurement found in the Recognition Manual for Optical Targeting Correction. It's been a while ago, but I remember seeing a ship rocking back and forth that was almost too much to get a good stadimeter measurement. I remember going into the mission and turning up the wind factor to see what would happen. The ship sank within a couple of minutes all by itself. Regrettably, I don't remember which ship it was, or which mod I was using (hey.....I'm at the age where I forget what I've done with my beer!). It could have been RFB 2.0 because I did have the ships corrected for dimensions before losing my hard disk a couple of months back. :hmm2:

I'll be revisiting my test missions soon to check all RFB+RSRDC ships. I'll probably find it again. I'm still trying to fix a few things as I come up on them with RFB+RSRDC. I've found six different planes without sound files. Also a couple of other issues with reversed bow ship wakes or no wake at all. Just little stuff that shouldn't be in the game.

canecao
12-18-12, 09:45 PM
Hello ,

Im having some problems with SH4 RFB 2.0 ....

Im Noob at manual fire and map upload really helps, i have the RFB 2.0 with the feb 20 patch and i can't get to get it to work....

I have the hidrofones line "patch" but im reaaly can't seem to get the map updates to work....

If you can help...

Thanks all
Canecao

bidius
12-19-12, 04:09 AM
Hello ,

Im having some problems with SH4 RFB 2.0 ....

Im Noob at manual fire and map upload really helps, i have the RFB 2.0 with the feb 20 patch and i can't get to get it to work....

I have the hidrofones line "patch" but im reaaly can't seem to get the map updates to work....

If you can help...

Thanks all
Canecao

Hrm, although I don't fully understand what you are asking, I'm going to guess that you mean you can't see enemy ships on the map because of the fact they show up as dots in RFB...

so lemme point you to a mod that brings back most of the stock map icons.

http://www.subsim.com/radioroom/showthread.php?t=168887

Oh and if that's not the issue, it could be because you aren't setting your difficulty correctly.

if that's the case, start a new career, and before going on your first mission click on the radio on the far left of the screen ontop of the bookshelf, it should bring up the options menu, select difficulty and make sure you uncheck "No map updates".

Happy hunting, oh and Merry Christmas if you're into that.

canecao
12-19-12, 03:46 PM
Thanks a lot a give it a try, i have my settings right , i could manage with the dot but when i isntall RSRD e only get a square if a zoom even that is gone soo im having troble with the angle of targaet's :p


Thankx a lot

Merry Christmas to all

AND A VERRY VERRY STRONG THANKS to all pepol evolving in the mod's they are simply great

Calbeck
12-20-12, 10:20 AM
Checking out RFB for the first time... haven't played SH4 in AGES, mainly because somehow I managed to mod it last time to the point where every torpedo would run underneath a target and never detonate... not even if I ran up to minimum range first!

So let's see how this goes...

Fish40
12-20-12, 12:21 PM
RFB is an awesome mod, and the most realistic IMO. It is a real shame that updating seems to have come to a halt on this mod. It's a real loss as far as I'm concerned:nope:

CapnScurvy
12-20-12, 03:39 PM
RFB is an awesome mod, and the most realistic IMO. It is a real shame that updating seems to have come to a halt on this mod. It's a real loss as far as I'm concerned:nope:

When I get through doing my Optical Targeting Correction mod for RFB+RSRDC there should be more improvements than just adding the the visual scope correction. As I've done with the OTC version for TMO where I tried to correct or add new content as the need appeared. I'm doing the same thing with RFB. Like I said a couple of posts back, there are planes without engine sounds, one ship (the Paula freighter) without a bow/stern wake, another with the bow wake reversed, and the Museum will provide a quick trip back to the desktop when you come up on the right model. I'm still having trouble figuring out the reversed bow wake issue, but the rest are fixed and working as they should (actually the Paula never had a bow wake before.....apparently a stock game issue).

I'll be tweaking the radar as in the other OTC mods, finally making it usable. I'll also be looking at the sonar/hydrophone issue of not picking up a reasonable target when we should. Another issue is to look at the DD that seems unbalanced when it appears to accelerate. Little stuff that takes time to fix and test before releasing.

Fish40
12-20-12, 04:44 PM
Captn Scurvey, your work is greatly appreciated, believe me. I'm looking forwards to your OTC mod for RFB. I only wish Tater would release his Japanese Merchant Marine mod he was working on. I know he ran into some graphic issues with flickering textures, as well as some real life issues. This mod plus RSRD is an awesome package! And yes, I am an RFB fanboy in case you couldn't tell:haha:

TorpX
12-20-12, 09:45 PM
Ditto! :up:

190Spearfish
01-18-13, 12:32 PM
Thanks very much for the awesome Mod! Outstanding work!

aanker
02-11-13, 01:49 PM
RFB is an awesome mod, and the most realistic IMO. It is a real shame that updating seems to have come to a halt on this mod. It's a real loss as far as I'm concerned:nope:
Ditto - a real bummer.

Berry, RFB, RIP and thank you guys who picked it up when Berry left eons ago.

The story of my life....... I become enthusiastic about something after it is 'Fine' - (Italian) - final, ended, over - (English :)

Would have liked to see a patch for the 'donation' NARWHAL in RFB - now there is no NARWHAL and no donation is necessary (but still nice to do), however I wanted to be specific about which NARWHAL.

Has anyone succeeded in patching the 'donation' NARWHAL into RFB's career mode and kept the 6" guns?

Happy Hunting!

AVGWarhawk
02-11-13, 04:15 PM
When I get through doing my Optical Targeting Correction mod for RFB+RSRDC there should be more improvements than just adding the the visual scope correction. As I've done with the OTC version for TMO where I tried to correct or add new content as the need appeared. I'm doing the same thing with RFB. Like I said a couple of posts back, there are planes without engine sounds, one ship (the Paula freighter) without a bow/stern wake, another with the bow wake reversed, and the Museum will provide a quick trip back to the desktop when you come up on the right model. I'm still having trouble figuring out the reversed bow wake issue, but the rest are fixed and working as they should (actually the Paula never had a bow wake before.....apparently a stock game issue).

I'll be tweaking the radar as in the other OTC mods, finally making it usable. I'll also be looking at the sonar/hydrophone issue of not picking up a reasonable target when we should. Another issue is to look at the DD that seems unbalanced when it appears to accelerate. Little stuff that takes time to fix and test before releasing.

Thanks for adding some more goodies. :up:

bifutake
02-11-13, 04:25 PM
Hrm, although I don't fully understand what you are asking, I'm going to guess that you mean you can't see enemy ships on the map because of the fact they show up as dots in RFB...

so lemme point you to a mod that brings back most of the stock map icons.

http://www.subsim.com/radioroom/showthread.php?t=168887



i just ran into this AFTER i uploaded screenshots of my own problem (might be the same as canecao's by the sound of it) but i already exceeded my 5-per-day download limit so lemme just ask you quickly. as they say, picture is worth a thousand words so without further ado....

stock:

http://img.photobucket.com/albums/v220/bifutake/gamezdin/sh42013-02-1121-53-49-833_zps69b48bd2.jpg

rfb:

http://img.photobucket.com/albums/v220/bifutake/gamezdin/sh42013-02-1122-07-30-903_zpse1966e0b.jpg

http://img.photobucket.com/albums/v220/bifutake/gamezdin/sh42013-02-1122-07-42-013_zps637102b3.jpg


is this mod gonna bring me back my beautiful gyro angle line (i don't know the exact technical term so i picked that up from the stock-game manual)? because i feel blind without it. it's the only thing keeping me from using rfb.


edit: and i seem to be missing a button for my stopwatch. it does appear automatically when i fire torpedos, but i need my manual switch for when i'm pursuing so i can use it with the nomograph for quick and accurate speed calculations.


also, i'm having trouble with the range finder. that's a mogami heavy cruiser in the third (torpedo) tutorial for rfb, right? well, the attack plotter (as well as the contact update on the navmap) never match the results i get when using the stadimeter.


edit2, here it is:

navmap shows 800:

http://img.photobucket.com/albums/v220/bifutake/gamezdin/sh4-01-navmap-shows800.jpg

trying to apply the appropriate method when using optics in an attempt to estimate the range and receiving incorrect results. had i compensated for the ship's starboard tilt (one torpedo impact from my initial attack), i would've gotten 400 instead of 450 m. 400 instead of the correct 800!

http://img.photobucket.com/albums/v220/bifutake/gamezdin/sh4-02-range450-incorrect.jpg

how can it seem so wrong and feel so right?

http://img.photobucket.com/albums/v220/bifutake/gamezdin/sh4-03-range800-correct.jpg

attack plotter shows "lock" on 800:

http://img.photobucket.com/albums/v220/bifutake/gamezdin/sh4-04-attackplot-showslockon800.jpg

and of course, this time not a single miss:

http://img.photobucket.com/albums/v220/bifutake/gamezdin/sh4-05-tut3FINALLY.jpg



yeah, we need better optics, first and foremost. but i'd like to get my gyro attack line and chronometer back as well.

Fish40
02-12-13, 08:25 AM
If I'm not mistaken, RFB may remove the "track line" you're referring just as it removes the sonar track lines. This was done to add realism, since in reality you wouldn't see such lines. As for the range problem, please note the following for RFB: Stadimeter readings for merchants use tallest mast, readings for warships use tallest smokestack, and carriers use measurments from flight deck. Hope this helps.

bifutake
02-12-13, 09:09 AM
it does, thanks. what about the missing chronometer button? is there at least a keyboard shortcut?



edit: just to confirm, the "stock map icons" mod does indeed restore all those lines. now all i need is that stopwatch and i'm good to go.

edit2: nevermind, forgot i had google (keyboard shortcut is "x"). sorry about the stupid questions, i've been playing this game less than a week now.


edit3: and lol, three duds and one solid hit (they were all on target though) in my last initial attack in the third tutorial. isn't that a touch much? does it have anything to do with the set parameters for the torpedo (i used "high speed, contact detonation" on all four). the sea was rather calm so i can't really blame it on the waves.

CapnScurvy
02-12-13, 10:44 AM
Regarding the track lines on the Attack Map screen, or even the target ship image on the Nav Map, I'm one to believe it's up to you the player to choose whether you wish to use them or not. Frankly, I never use the Attack Map to figure manual targeting, so the idea of removing the lines that assist those that do seems too controling to me. The same with the ship silhouette on the Nav Map. "Enabling" the "No Map Contact Update" option removes the icon. So why have a mod do it for you? It's there if you want it with the option enabled, it's gone when you don't. Same with the subs orange marker on the surface when the sub is submerged. If you don't want to know where your sub is, don't go to the "Free Camera" view and look for it.

If your honest with yourself, you can make the game as hard or easy as you prefer, without having "modifications" to the game do it for you. I learned when I was a kid playing Avalon Hill war games how to play both sides by myself. You just keep you mind focused on the side at hand, forgeting about the strategy you have in mind for the other side, and allow the game to play through.

When I'm done with the OTC for RFB/RSRDCv575, the Attack and Nav Map will have their lines and icons back, so will the sub submerged icon. It'll be up to you to decide what you wish to use.

fastfed
02-27-13, 10:05 PM
So there is no way to get manual targeting, WITH map contacts??

as in, I want my sonar guy to show me on the map where the ships are with the typical lines.

max-peck
02-28-13, 06:08 AM
You need this
http://www.subsim.com/radioroom/downloads.php?do=file&id=1470

It restores the hydrophone bearing lines to RFB

bsachems
03-07-13, 10:59 AM
You need this
http://www.subsim.com/radioroom/downloads.php?do=file&id=1470

It restores the hydrophone bearing lines to RFB

Hi I have been playing Silent Hunter 4 for years now. I love TMO and now I am playing RFB2.0-RSRD. The problem is, when I got sent back to Peal for a new Gato Sub, I lost all control of my SONAR. It,s not the lines I care about. I'm at Periscope depth and the sonar controls (Home and End) do nothing. The bearing indicator is also gone, and the crew will only tell me there are no contacts at 0 degrees. Does anyone have a fix?

CapnScurvy
03-08-13, 09:19 AM
Hi I have been playing Silent Hunter 4 for years now. I love TMO and now I am playing RFB2.0-RSRD. The problem is, when I got sent back to Peal for a new Gato Sub, I lost all control of my SONAR. It,s not the lines I care about. I'm at Periscope depth and the sonar controls (Home and End) do nothing. The bearing indicator is also gone, and the crew will only tell me there are no contacts at 0 degrees. Does anyone have a fix?

First off WELCOME to SubSim!!

There's been a long standing problem with the stock game, that allowed earlier boats (like the S-Class and Porpoise) to allow for mouse control of the Sonar bearing marker. I'm pretty sure its the Gato that lost that ability (unless you use the Home/End keys). The keyboard control still allowed you to place the Sonar marker where you wanted. You say there's no keyboard control, no mouse control (since the bearing maker doesn't even exist)? I've never seen the bearing marker (the little diamond looking thing revolving around the dial) not appear. That's a good one.

Some mods correct the Gato controls, allowing for a mouse interaction. I'm not aware of the marker disappearing completely, not allowing you to do anything with it.

I'll have to fire up the game to see. One possible trouble is in the saved game files. Maybe you removed a mod out of the list in JSGME, then tried to replay the saved point without the mod included. That can always cause strange things to happen.

Tell us what mods you're running outside of RFB 2.0 and RSRDC v575. Make sure you're running version 575 of RSRDC,and not one of the other non compatible versions. And since you didn't mention it......Are you using the "April patch" for RFB 2.0, AND using the "RSRDC v5xx patch 1" after v575?

bsachems
03-08-13, 10:36 AM
First off WELCOME to SubSim!!

There's been a long standing problem with the stock game, that allowed earlier boats (like the S-Class and Porpoise) to allow for mouse control of the Sonar bearing marker. I'm pretty sure its the Gato that lost that ability (unless you use the Home/End keys). The keyboard control still allowed you to place the Sonar marker where you wanted. You say there's no keyboard control, no mouse control (since the bearing maker doesn't even exist)? I've never seen the bearing marker (the little diamond looking thing revolving around the dial) not appear. That's a good one.

Some mods correct the Gato controls, allowing for a mouse interaction. I'm not aware of the marker disappearing completely, not allowing you to do anything with it.

I'll have to fire up the game to see. One possible trouble is in the saved game files. Maybe you removed a mod out of the list in JSGME, then tried to replay the saved point without the mod included. That can always cause strange things to happen.

Tell us what mods you're running outside of RFB 2.0 and RSRDC v575. Make sure you're running version 575 of RSRDC,and not one of the other non compatible versions. And since you didn't mention it......Are you using the "April patch" for RFB 2.0, AND using the "RSRDC v5xx patch 1" after v575?

Hello again, Thank you for replying so quickly.
In order I have these mods install:
RFB 2.0
RFB_20_Pacht_23April2010
MaxOptics IV RFB 2.0
MaxOptics Binocular for RFB
RSRD_RFB_V575
RSRD_V5xx_Patch1
RSRD_RFB Pre Peal Harbor Caree Start
GirlInEveryPort
I did remove Nisgeis Range Ring and Bearing Line Mod and the TMOKeys
mod but that was after the sonar went missing.
I beleive I had them in that order after GirlInEveryPort.
I also tried reloading all the mods to no use.
I still play it just makes it a little more interesting.
Thank You for your help.

bsachems
03-08-13, 02:38 PM
Hello again, Thank you for replying so quickly.
In order I have these mods install:
RFB 2.0
RFB_20_Pacht_23April2010
MaxOptics IV RFB 2.0
MaxOptics Binocular for RFB
RSRD_RFB_V575
RSRD_V5xx_Patch1
RSRD_RFB Pre Peal Harbor Caree Start
GirlInEveryPort
I did remove Nisgeis Range Ring and Bearing Line Mod and the TMOKeys
mod but that was after the sonar went missing.
I beleive I had them in that order after GirlInEveryPort.
I also tried reloading all the mods to no use.
I still play it just makes it a little more interesting.
Thank You for your help.
Hello again I just wanted to add that I am using Windows 7.

I got back to base and got a new sub. A Balo. It has sonar, so all is well.
Back to sinking ships.
Thanks

CapnScurvy
03-08-13, 05:30 PM
Hello again I just wanted to add that I am using Windows 7.

I got back to base and got a new sub. A Balo. It has sonar, so all is well.
Back to sinking ships.
Thanks

Well then, case closed!! :woot:

But, it's something to look into.

I'm working on my Optical Targeting Correction mod for RFB 2.0 and RSRDC v575. Been having quite a time in correcting some of the things RFB has messed around with. Re naming stock equipment has thrown a monkey wrench into fixing things. It started with running the Museum and finding CTD's in less than half dozen units....... sound files missing as well. If a unit causes problems when viewing it in the Museum, it's going to cause problems when you run into it again in-game.

I'll need to look at the Gato to see what's up with the sonar. The problem with making a mod for a mod....... whatever shortcomings there are with the first mod(s), your mod gets blamed for the SNAFU.

Limskj
03-23-13, 10:20 AM
Hi. I am trying to run this: http://www.subsim.com/radioroom/downloads.php?do=file&id=1163

with RFB and RSRDC but a lot of bugs result (i.e. no bridge view). Running the ship by itself without RFB and RSRDC has no problems. Anybody can help?

aanker
03-23-13, 10:46 AM
I don't see a need for Real Fleet Boat with that mod because RFB deals with modifying submarines.

How does that mod like the RSRD campaign by itself? There may be an issue there too. I've never tried it so I don't know.

Happy Hunting!

Limskj
03-23-13, 05:47 PM
Ah.. I get it. Thanks. I'll give that a shot and try it with GFO 1.1 and RSRDC. Thank you. :D

ArchAngel_X
04-01-13, 11:57 AM
First of all, let me open by giving a big thank you to all who have contributed to this mod. It makes the original version of this game look like trash in comparison. I bought this game a few months ago but was very disappointed with the way the stock game handled. I may have tried this mod at first but perhaps was unable to install it correctly. This time it all seemed to go more smoothly, but I do have one issue.

The graphics and control of the submarines are incredibly detailed, but whenever I encounter an enemy ship I am immediately engaged, irregardless of distance or visibility. The instant I get a visual contact I immediately get fired upon with incredibly-accurate fire. There is no time to dive or take any action without getting heavily damaged. I just started a new campaign and run into a battleship and was destroyed in two salvos before I could even get under the water. And before that, upon my first encounter with a convoy I was engaged by a destroyer at an extreme distance (though I didn't have a chance to see exactly how far) and sunk by three salvos: the first one missed by a hare and the following two hit me right on the bridge in the dead of night.

Is this considered normal for this mod? In my past experiences with the Silent Hunter series the player would atleast have a few moments to decide upon a course of action before being engaged with relative accuracy. Meanwhile these AI gunners would have been the envy of any navy in history, being able to hit an S-class submarine at several miles distance with the first shot at dusk.

And if this is not an intended design of this mod, what steps can I take to correct it? I have tried reinstalling the game and mods twice with the same results.

aanker
04-01-13, 09:03 PM
Are you running an environment mod on top?

TorpX
04-01-13, 11:40 PM
ArchAngel_X,

What you describe is not normal. You might want to list the exact mods you are using and what order you installed them in. I assume you have v1.5 of the game.

ArchAngel_X
04-02-13, 04:26 AM
I have the following game and mods installed:

Silent Hunter IV v1.5
RFB 2.0
RFB 23 April 2010 Patch

I am running Windows 7 Home Premium x64. I will also try reinstalling the game in a directory other than default ("Program Files (x86)") as I've just remembered that some older games do not play nice in the way new versions of Windows handle the execution of files under administrator, though I won't be able to properly test this until after work today. I will post my results here.

aanker
04-02-13, 10:57 AM
I have the following game and mods installed:

Silent Hunter IV v1.5
RFB 2.0
RFB 23 April 2010 Patch

I am running Windows 7 Home Premium x64. I will also try reinstalling the game in a directory other than default ("Program Files (x86)") as I've just remembered that some older games do not play nice in the way new versions of Windows handle the execution of files under administrator, though I won't be able to properly test this until after work today. I will post my results here.
As TorpX says that is not typical for RFB

Yes, install to a folder off the root C:\ for example I made a C:\GAMES\ folder.

The Mad Asshatter
04-07-13, 04:03 PM
Hey look at that, I decide to come back to submarines and we've now got a 1 file daily download limit? Not even enough to get the mod and the update? :yeah:

TorpX
04-07-13, 09:27 PM
That is just to encourage you to drop in and pay us a visit. :)

mr. whukid
04-15-13, 01:36 PM
Hello everyone,

I'm having a ton of issues with firing torpedoes. Not Duds, misfires, premature detonations, or the like, but firing torpedoes where I aim them. I tried using the tutorials, but they're useless when using RFB 2.0. They all rely on information that you don't have, so I'm kind've stuck. For the time being, I'm sticking to firing torpedoes in a spread (read as "In a straight line because messing with the gyro is inherently difficult") and sneaking into harbors. Are there any RFB tutorials on how to deal with this?

Also, the game seems to be fairly unstable for some reason.


Thanks
- whukid

Hitman
04-15-13, 02:19 PM
Sorry but I fail to understand what is different in RFB? :06: Last I remember firing torpedoes was the same as in the stock game :hmm2:

mr. whukid
04-15-13, 03:16 PM
No icons in RFB 2.0. It's extremely difficult to measure range

EDIT:

Not saying it's the mod, btw. I just need to figure out how to stop sending torpedoes off into left field when the target vessel is directly in front of me

TorpX
04-15-13, 11:52 PM
Hello everyone,

I'm having a ton of issues with firing torpedoes. Not Duds, misfires, premature detonations, or the like, but firing torpedoes where I aim them. I tried using the tutorials, but they're useless when using RFB 2.0. They all rely on information that you don't have, so I'm kind've stuck. For the time being, I'm sticking to firing torpedoes in a spread (read as "In a straight line because messing with the gyro is inherently difficult") and sneaking into harbors. Are there any RFB tutorials on how to deal with this?

Also, the game seems to be fairly unstable for some reason.


Thanks
- whukid
Do you have the 1.5 version of SH4? It shouldn't be unstable.

As far as manual targeting is concerned, I don't know of any dedicated RFB tutorials, but the basics are the same.

You need four pieces of information:

Target relative bearing --- self evident

Target AoB (relative course) --- visually estimated

Target Range --- stadimeter estimate/guess/sonar

Target speed --- plotting and distance/time


You can't expect to master MT quickly or easily; it takes time.

mr. whukid
04-16-13, 01:06 AM
Yep. Running 1.5 with no other mods or anything. It gets really bad when changing between views sometimes, from the map and whenever entering a port especially. I've sort of gotten around the problem by Saving before and after ever "action" sequence, if you will. I.E., by saving when coming across a convoy or just about to enter a harbor to refit and saving when leaving.

Fish40
04-16-13, 07:22 AM
Mr. Whukid, I'm assuming you're using manual targeting, correct? Please note that in RFB, the point of measurement for range differs with ship class: Merchants - Use highest mast
Warships - Use tallest Funnel
Carriers - Use Flight deck

It's possible your torpedoes are going astray because your range measurements are off. I consistently use the stadimeter and PK with great success, despite folks who think it's useless.

Hitman
04-16-13, 08:18 AM
No icons in RFB 2.0. It's extremely difficult to measure range

Ahh that's the assisted plotting mod. It can be disabled individually, but it's a hard task.

TorpX
04-16-13, 11:52 PM
Yep. Running 1.5 with no other mods or anything. It gets really bad when changing between views sometimes, from the map and whenever entering a port especially. I've sort of gotten around the problem by Saving before and after ever "action" sequence, if you will. I.E., by saving when coming across a convoy or just about to enter a harbor to refit and saving when leaving.
If you are talking about when you enter your home port (sorry, I don't do horbor raiding), the game gets very glitchy. AFAIK, this is not a RFB issue, but a stock game issue. Most just use the dock at port menu, and skip the actual docking. I had assumed it was a graphical/memory issue, but I don't really know. If you are talking about something else, I have no idea.

andrescopeland
06-19-13, 01:11 PM
I've recently bought a new computer (8 gig ram, 2gig dedicated graphics card yadayadayada... runs games full spec) and set about installing one of my all time favourites SH4 after quickly dismissing SH5.. downloaded rfb, its patch, rsrd and it's patch then booted it up to see it in all it's glory however... When I load up the campaign and start a mission it shows the loading screen and a message (sink them all or it's equivalent) then nothing, I then have to restart the computer due to not being able to force close it (many thanks windows 8). I do have the steam version and U-boat expansion and installation is no longer in 'program files' as I've heard that can cause issues. Someone please help as one of my main reasons for updating my computer from the previous one (that had been abused by SHIII GWX) was to sink my teeth into 4. Thanks in advance and I really hope that someone has an answer!!!!!:wah::wah:

fitzcarraldo
06-19-13, 02:26 PM
I've recently bought a new computer (8 gig ram, 2gig dedicated graphics card yadayadayada... runs games full spec) and set about installing one of my all time favourites SH4 after quickly dismissing SH5.. downloaded rfb, its patch, rsrd and it's patch then booted it up to see it in all it's glory however... When I load up the campaign and start a mission it shows the loading screen and a message (sink them all or it's equivalent) then nothing, I then have to restart the computer due to not being able to force close it (many thanks windows 8). I do have the steam version and U-boat expansion and installation is no longer in 'program files' as I've heard that can cause issues. Someone please help as one of my main reasons for updating my computer from the previous one (that had been abused by SHIII GWX) was to sink my teeth into 4. Thanks in advance and I really hope that someone has an answer!!!!!:wah::wah:

Do you use 4 Gb patch?

Regards

Fitzcarraldo

cdrsubron7
06-19-13, 05:34 PM
I've recently bought a new computer (8 gig ram, 2gig dedicated graphics card yadayadayada... runs games full spec) and set about installing one of my all time favourites SH4 after quickly dismissing SH5.. downloaded rfb, its patch, rsrd and it's patch then booted it up to see it in all it's glory however... When I load up the campaign and start a mission it shows the loading screen and a message (sink them all or it's equivalent) then nothing, I then have to restart the computer due to not being able to force close it (many thanks windows 8). I do have the steam version and U-boat expansion and installation is no longer in 'program files' as I've heard that can cause issues. Someone please help as one of my main reasons for updating my computer from the previous one (that had been abused by SHIII GWX) was to sink my teeth into 4. Thanks in advance and I really hope that someone has an answer!!!!!:wah::wah:


This sounds to me like you might have one of the mods installed in the wrong order. Not trying to insult your intelligence, but check to make sure that you have the mods installed correctly in the right order.

One other possibility, check to make sure that the version of SH4 you downloaded from steam is v1.5 and not v1.4. RFB 2.0 is geared toward v1.5 of SH4.

Hope you get things working. :D

Admiral Halsey
06-19-13, 09:52 PM
This sounds to me like you might have one of the mods installed in the wrong order. Not trying to insult your intelligence, but check to make sure that you have the mods installed correctly in the right order.

One other possibility, check to make sure that the version of SH4 you downloaded from steam is v1.5 and not v1.4. RFB 2.0 is geared toward v1.5 of SH4.

Hope you get things working. :D

Last I heard the one you get on steam is v1.3.

sckallst
06-20-13, 08:00 PM
Make sure when you are installing mods that the folders are exactly right as well. Sometimes you get a 'folder within a folder' problem such that when you think you are installing a mod you really aren't.

andrescopeland
06-21-13, 12:31 PM
I've followed pretty much everything and tried the whole programs thing to no avail.. Did a quick test to see if the stock game worked and it does.. Really starting to struggle with it, the last time I tried it with the mod was from a fresh install and I started a mission and thought yes (as it had entered it and I was in the sub)!!! But I spoke to soon and as I went to the bridge voila - crash. Started it up again only to find the same thing (now would freeze starting a mission - just after the quote). Really starting to struggle and get frustrated but feel I'm fighting a losing battle.

cdrsubron7
06-21-13, 04:07 PM
I've followed pretty much everything and tried the whole programs thing to no avail.. Did a quick test to see if the stock game worked and it does.. Really starting to struggle with it, the last time I tried it with the mod was from a fresh install and I started a mission and thought yes (as it had entered it and I was in the sub)!!! But I spoke to soon and as I went to the bridge voila - crash. Started it up again only to find the same thing (now would freeze starting a mission - just after the quote). Really starting to struggle and get frustrated but feel I'm fighting a losing battle.


Have you tried installing one mod at at time then trying the game to see if it works correctly? One of the mods might be have become corrupted during the download, thus causing a problem.

Ark
06-23-13, 12:07 AM
Steam + the U-Boat missions upddates both to 1.5 I believe (1.5 is in the bottom right of the screen after loading).

Question; How do I know RFB is installed? I entered RFB (with patch) + RSRD (with patch) and the game loads fine, but theres notwhere stating RFB is active.

Is there a quick way to check?

cdrsubron7
06-23-13, 11:29 AM
Steam + the U-Boat missions upddates both to 1.5 I believe (1.5 is in the bottom right of the screen after loading).

Question; How do I know RFB is installed? I entered RFB (with patch) + RSRD (with patch) and the game loads fine, but theres notwhere stating RFB is active.

Is there a quick way to check?


The opening screen after the intro movies should say RFB on it. Sounds like it didn't load right. You are using the JSGME correct? Try uninstalling the mods and then reinstalling. :D

TorpX
06-23-13, 09:03 PM
Question; How do I know RFB is installed? I entered RFB (with patch) + RSRD (with patch) and the game loads fine, but theres notwhere stating RFB is active.

Is there a quick way to check?
The first thing I would check is the file/folder structure. Sometimes you get a duplicate folder when you unzip mods. This prevents them from being properly activated.

Ark
06-30-13, 03:46 AM
The first thing I would check is the file/folder structure. Sometimes you get a duplicate folder when you unzip mods. This prevents them from being properly activated.



Yep, that was it! Thanks for the help.

TorpX
06-30-13, 08:05 PM
I'm happy to help.

SainnQ
09-23-13, 08:42 PM
So I recently installed RFB 2.0 and RSRD 575.

and I've noticed my torpedo track indicator is gone, I'm assuming that's a function of the mods.

How difficult would it be for me to restore it to the SHIV default? I love just about everything else with the mods, but I'm naked without my tracking indicator.

TorpX
09-24-13, 02:16 AM
The RFB team had the view that the "attack map" stuff was too much of a gamey advantage; so you won't have the torpedo track.

I can't tell you how to restore it, though.

Personally, I am used to going without it on patrol, but I wouldn't mind having it for training/testing purposes.

SainnQ
09-30-13, 02:59 PM
The RFB team had the view that the "attack map" stuff was too much of a gamey advantage; so you won't have the torpedo track.

I can't tell you how to restore it, though.

Personally, I am used to going without it on patrol, but I wouldn't mind having it for training/testing purposes.


Whelp I read a instructional from another mod. Infact I believe it was Trigger Maru Overhauled.

A pair of files need to be removed from the mod folder. Program Files(x##)/Data/Menu/Gui Look for ContLine.dds and DashLine.dds

You may need to experiment, due to the game still not adding back in active tracking of the torpedoes "flight path" but rather only adding back in the initial direction it takes, and the bold green line indicating it's curve.

It may be as simple as adding one or the other file back to the GUI. Hope that helps.

and I apologize if this information was preferred left out by the RFB team.

TorpX
10-01-13, 12:43 AM
Thanks for posting the info. I'll play around with it and see how it goes.

Skyworm
10-10-13, 03:53 PM
Cheers Gentlemen,

I hope my question is in the right place here.

I'm playing Sh4 1.5 with RFB 2.0.
Right my first mission is to delivers ome cargo to a secret location to support allied troops. Well now, I'm as close to that location as possible (I even rammed my boat into the strand), but I don't get any chance to deliver my cargo.
I think this should be somewhat similar to the mission "deliver agent" in the stock game, or am I completely wrong? Do I miss something?

Thanks, Skyworm

TorpX
10-10-13, 10:24 PM
I think this should be somewhat similar to the mission "deliver agent" in the stock game, or am I completely wrong? Do I miss something?


As far as I know, you are right, but I never get special missions, so I can't say for sure. Someone will give us the straight scoop.

Skyworm
10-11-13, 02:57 AM
Cheers mate,


and thank you for the fast answer.
In the meantime, I restarted that career, and this time I got a "deliver special forces"-mission.
This one worked, but again I had to move extremely close to shore - short before grounding my boat, and the marines could have jumped right from deck to shore without even using their boat - to deliver them.
I remember this has been different in stock game, and I just wonder if this is a feature or just bad luck.

Thanks again.

ZAGOR64BZ
10-11-13, 09:19 AM
Used to have same issue, but then I find out that if I went on the deck, where the UZO is, they launch much further.I don't know if that was intentional, but worked.Try it out mate!

mariksio30
10-11-13, 11:28 AM
Is this OK?

1_TriggerMaru_Overhaull_2-5
1_TMO_25_small_patch
TMO_Aft_deckguns
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
TMO_Visuals_for_RSRDC
1.5_Optical tARGETING cORRECTION 031312 for RSRDCv502
1.5_OTC for 16 to 9 Aspect Ratio RSRDCv502
1.5_OTC_Realistic Scopes for 16 to 9 RSRDCv502
Improved Stock Enviroment_v3_TMO&RFB
Convoy Routes TMO+RSRDC
NMMO Airbase Add-on
Webster's Eliminate Floating Plankton
RSRDC_TMO_Pre Pearl Harbor Career Start

Skyworm
10-11-13, 11:32 AM
Hello,

and thanks.

Just tried this mission again by loading an old savegame, and you are right. When I was on deck and stopped engines, I was able to dispatch them at nearly 2000 yards from destination.
But I am pretty sure this did not work with that cargo delivering.

ZAGOR64BZ
10-12-13, 05:18 AM
Well, until you try it, you wouldn't know,right? Cheers mate!

Skyworm
10-12-13, 10:04 AM
True enough.

I just tried that one again.
I surfaced a few hundred yards from destination, and stopped engines.
Immediately after, the cargo was unloaded ...

And no, I don't have the foggiest idea why it did not happen through hours of trying before ...

Nonetheless, great thanks to all!

bandit484
10-26-13, 11:53 AM
This mod is awesome! It gives the player a truely Authentic Feeling of being there . You have to think about your actions before you carry them out. Great job on the mods guys!!!:salute::salute::salute:

swdw
12-29-13, 03:07 PM
So, here's a question for the users.

For those that don't remember, I took over the mod from Beery and was active until about 2009, when real life got in the way and I handed it over to LukeFF.

Noticed development has not gone on since 2010. Thinking about doing some small fixes for the mod.

Here's a list.
1. Damage mods for surface ships were never finished. What would you think about pulling out the damage mods and going back to 1.52 damage until someone is willing to work with getting them all updated? THis basically would give a more consistent sinking across the board.

2. Environment mod. 2 options.
Import latest environment mod and ensure sensors and lookouts function properly? Or- my preference, set up sensors and lookouts to work with the latest mod and make it a required to play correctly mod? I like the 2nd option better as it allows the environment to be updated and still used w/o rolling it into RFB.

3. Fix bugs where possible. I say this because I don't have the skills LukeFF and some of the other contributors had, so there are some things that are beyond my ken.

I have to play under the mod for a while to get a better feel, so this will not happen immediately.

Plus the group of contributors working on it drifted apart and I don't know who'd be willing to put any more time into this.

aanker
12-29-13, 04:09 PM
So, here's a question for the users.

For those that don't remember, I took over the mod from Beery and was active until about 2009, when real life got in the way and I handed it over to LukeFF.

Noticed development has not gone on since 2010. Thinking about doing some small fixes for the mod.

Here's a list.
1. Damage mods for surface ships were never finished. What would you think about pulling out the damage mods and going back to 1.52 damage until someone is willing to work with getting them all updated? THis basically would give a more consistent sinking across the board.

2. Environment mod. 2 options.
Import latest environment mod and ensure sensors and lookouts function properly? Or- my preference, set up sensors and lookouts to work with the latest mod and make it a required to play correctly mod? I like the 2nd option better as it allows the environment to be updated and still used w/o rolling it into RFB.

Hi SWDW, great to see you thinking about this again! On Option 2 and the 2nd option, I am curious, do you think the horizon would change then?

I wish I had more skills to offer.

Happy Hunting!

Fish40
12-29-13, 08:47 PM
I for one would welcome any improvements on this mod. It is a real shame that work has pretty much ceased since the RFB Team went their separate ways. I've used RFB since the Beery days, and haven't tried anything since. Thanks SWDW for your ideas and interest:yep: I am sorry for the fact that I totally forgot your involvement in the mod after Beery:oops: Looking forwards to anything you have to offer.

TorpX
12-29-13, 10:48 PM
I would welcome any additions/updates/improvements to RFB, as well. It is good to see some renewed interest in this. :up:

Dread Knot
12-30-13, 06:09 AM
So, here's a question for the users.

Noticed development has not gone on since 2010. Thinking about doing some small fixes for the mod.



That would be great. :up: This mod has sort of fallen into the shadows of other mods as of late.

napoleown
12-30-13, 02:50 PM
thanks for the great mod!

swdw
12-31-13, 08:57 AM
I am sorry for the fact that I totally forgot your involvement in the mod after Beery:oops: Looking forwards to anything you have to offer.
Yeah, most people don't remember I was the one that put up the modding forum where we got together to work on RFB either. ;) Twas why I "reintroduced" myself.:D

aanker
12-31-13, 01:14 PM
Yeah, most people don't remember I was the one that put up the modding forum where we got together to work on RFB either. ;) Twas why I "reintroduced" myself.:D
I remember every time I go there - I stop in frequently to learn modding things - and I am thankful you keep it up Sir!

Happy Hunting!

swdw
12-31-13, 01:42 PM
I remember every time I go there - I stop in frequently to learn modding things - and I am thankful you keep it up Sir!

Happy Hunting!

There were some comments about shutting it down because of the team dispersing, but you are exactly the reason I leave it up. There is a HUGE amount of information revealed in the discussions that you probably won't get any where else.

Some of the best and most knowledgeable modders in the SH series were talking there.

Tigershark624
01-02-14, 06:11 PM
The one adjustment I'd like to see to RFB would be to incorporate CapnScurvy's Optical Correction Mod. I heard he was working on a version for RFB but there hasn't been any news lately. Perhaps if he doesn't have the time to finish it he'd let you include it.

daveinfla2002
01-15-14, 06:00 PM
Just wanted to finally say to all of you who have posted here and keep this website working. THANK YOU, THANK YOU. I am one of those players who only play from time to time since this game first came out. I did not download it for free from a torrent site. I actually paid for it back when it first :yeah: came out, because I had played SH3. I am 68 years old and love this game, love trying out the modes, discarding some, keeping some. But most of all I love reading what you guys do and write about for this game. Thank all of you and may the one above keep watching over all of you.:woot::haha:

haz
01-17-14, 09:28 AM
I agree with Dave above am 51 and disabled cannot walk,in wheel chair which is no fun,i have played all of the mods made for sh4,and whish there were more,i am now playing rfb again and it is a mod that i like very much,please keep this open.Capt.Haz i sink alot mostly my sub, so the japs are pretty safe.lol

Celtic_Commander
01-22-14, 06:38 PM
Hi Guys,

Kinda new to this site, loaded Real Boat 2.0 ok and used JSGME to install.
Wanted to play German Campaign but voices are all English?

Can not find the german audio files that were supposed come in download?

Any ideas?

TorpX
01-23-14, 12:02 AM
RFB, Real Fleet Boat, is for the US sub campaign. You may want Op Monsun.

Bonden
01-23-14, 08:30 AM
Agree with Dave also..

fitzcarraldo
01-23-14, 02:42 PM
You can try Operation Monsun mod.

I could not tell you with security, but you can try the "Das Boot" sound mod in RFB for german voices. I don´t know if it will work.

Regards.

Fitzcarraldo :salute:

TG626
03-18-14, 09:29 PM
Just starting out with RFB, in fact I haven't even cast off from Brisbane yet, but I was wondering.

A) The mouse seems slow... meaning I can't look around as quickly as I used to be able too, is this adjustable?

B) The patch said that "Map contacts were re-enabled" but I don't see them, or at least I don't see what I thought I would, which is the location of the ships around me on the nav map. Am I expecting something wrong? Does it mean instead that the RADIO reports of convoys and task forces will now appear on the map? (I know they didn't without the patch).

Sinkmore
05-03-14, 05:35 AM
I vote yes!

But I might prefer the current RFB Damage mods over the stock. What I'd REALLY like would be something similar to Werner Sobe's sinking mod, which apparently only works with SH1.4. Too ambitious? LoL.

You might not get the "old gang" back together, but new gangs have a way of forming, and sometimes that rouses some of the old ones too.

RFB 3.0!:arrgh!:




So, here's a question for the users.

For those that don't remember, I took over the mod from Beery and was active until about 2009, when real life got in the way and I handed it over to LukeFF.

Noticed development has not gone on since 2010. Thinking about doing some small fixes for the mod.

Here's a list.
1. Damage mods for surface ships were never finished. What would you think about pulling out the damage mods and going back to 1.52 damage until someone is willing to work with getting them all updated? THis basically would give a more consistent sinking across the board.

2. Environment mod. 2 options.
Import latest environment mod and ensure sensors and lookouts function properly? Or- my preference, set up sensors and lookouts to work with the latest mod and make it a required to play correctly mod? I like the 2nd option better as it allows the environment to be updated and still used w/o rolling it into RFB.

3. Fix bugs where possible. I say this because I don't have the skills LukeFF and some of the other contributors had, so there are some things that are beyond my ken.

I have to play under the mod for a while to get a better feel, so this will not happen immediately.

Plus the group of contributors working on it drifted apart and I don't know who'd be willing to put any more time into this.

ming
06-01-14, 10:12 AM
Sound great! I have been in and out of the SH sims for years and am just getting back into this one with RFB!:up:

Anvart
06-08-14, 08:11 AM
Brk. glasses... changed structure of NSS_Sclass_CR.dat:https://s25.postimg.cc/i2jo16rjj/SH4_Glasses_Br2.jpgOriginal... with last string " return float4(color,diffuse.a); " in InteriorIlluminationPS.fx... brk. glasses are impossible:https://s25.postimg.cc/o9o0v8skv/SH4_Glasses_NObr.jpg

jean74
06-09-14, 05:50 AM
Brk. glasses... changed structure of NSS_Sclass_CR.dat:

http://s25.postimg.org/sua7a6ca7/SH4_Glasses_Br2.jpg

Original... with last string " return float4(color,diffuse.a); " in InteriorIlluminationPS.fx... brk. glasses are impossible:

http://s25.postimg.org/o9o0v8skv/SH4_Glasses_NObr.jpg
Hi Anvart,
Please, could you tell me where I can found a mod with this interior effect ?
I have been looking for it for long !!!
Or could you explain to me wich files and modifications I have to do to obtain the same effect ? It would be very nice from you !!
Many Thanks in advance,

Best regards


Jean

Anvart
06-09-14, 09:19 AM
Hi Anvart,
Please, could you tell me where I can found a mod with this interior effect ?
I have been looking for it for long !!!
Or could you explain to me wich files and modifications I have to do to obtain the same effect ? It would be very nice from you !!
Many Thanks in advance,

Best regards
Jean
Hi, Jean.
I wrote about this decision many years ago.
The essence is to remove the action of InteriorIllumination controller on the breakable glass.
Screenshots above are result of experiment for Sclass interior of RFB 2.0.
I have not published a mod on this issue ... I am too lazy to do it. But I see nobody did such mod.
If I'll have the desire and the time I'll do the mod for at least for one of the Interior.
Look essential pic. - file NSS_Sclass_CR.dat:https://s25.postimg.cc/6ttutjtm7/sh4_brkglass_struct.jpg... as you can see glass models are reworked.
0) Create Dummy-Container for original Druck (for node 103).
1) moved nodes of the effects for brk. glass out of 103 node,
brk. glass nodes moved to the nodes of the effects.
2) Node 2 - turn on alpha blending,
3) Node 72 - turn on visible,
4) Added controller TextureChanger for brk. glass.
...
for none brk. glasses in file InteriorIlluminationPS.fx last line was changed:
" return float4(color,diffuse.a); "

jean74
06-09-14, 12:19 PM
Hi Anvart,

First, MANY THANKS SIR for your kind reply, and for sharing your skills with an old noob as I am.

So I try to do it myself with your clear explanations.

I am definitively a fan of your incredible work with SH simulations, even if I am unable to understand all the subtleties of yours thoughts. My brain is not as efficient as yours !!! :rotfl2:

I will give you the result of my attempt. :up:

Another time, Many many thanks. You make me a happy man !!!:yeah:

Best regards,

Jean

jean74
06-09-14, 03:12 PM
Hi Anvart,

After many attempt I am not able to understand all your modifications. I am too stupid :wah:. So, if I give you my email adress, could you please send me your NSS_Sclass_CR.dat to allow me to compare your file and mine ?

I am sorry to ask you that....:oops: And so, please excuse me...

Many thanks in advance,

Best regards,

Jean

jean74
06-13-14, 10:52 AM
Hi Anvart,

To be more precise my problem is located at TextureChanger controller. I don't know the property to ad at this controller to make work this SH5 missing nice effect.:timeout:

If you could help me about this once again it would be very nice from you.:yeah:

Have a nice day my friend,:salute:

Best regards,


Jean

Anvart
06-16-14, 11:25 AM
Hi, Jean.

It's simple work... but need time.
TextureChanger is SH3/4 controller... use S3D for creating.
Effects are listed in InteriorEffectsManager (effect as $Gen_Gl_Gioburi11)...
... continuing previous images:https://s25.postimg.cc/fhkfgy75b/sh4_brkglass_struct2.jpg

jean74
06-16-14, 12:46 PM
Hi Anvart,

Many thanks for your kind reply. I just found the controller. I was searching for it in SH4 controller, but it was in SH3 Controller. So I go ahead trying to create your marvellous effect.

I find it difficult but as we said in French "c'est en forgeant que l'on devient forgeron" (Practice makes perfect).

Once again, many thanks for your help. Without your expert advice no chance to succeed.

Best regards from France

Jean

jean74
06-17-14, 01:09 PM
:woot:Fantastic !!!!

Many many thanks Anvart !!!! You make me a happy man. After many tests and difficulties I succeed and it is your help that has made it possible. :up:

You are my Friend and In truth, I don't know how to thank you for the help that you have given me. I have been waiting this effect for a long. :yep:

Once again, many thanks for sharing your knowledge in SH modding. With your help, I have more progressed this 5 days than during the last 5 years.

Now, I have to recreate it for the other sub. And after I will post a few screenshot.

Please, check your PM...

Best Regards my Comrade :salute:

Anvart
06-18-14, 04:53 AM
Hi, Jean.
I'm glad you made it yourself... with my small common help.
Good luck, my talented friend. :sunny:

P.S. Now i can sent you my old not finished file... for study other details. :D

jean74
06-18-14, 12:11 PM
P.S. Now i can sent you my old not finished file... for study other details. :D

Incredible !

You have another goldies in your bag ???? :rotfl2:

If they as marvelous as break glass, Yes, I want them !!! I remember your very interesting post about state machine class....:yeah:

Best regards my Friend,:salute:

Jean

Anvart
06-19-14, 12:38 PM
SH4 != SH3 :woot:

jean74
06-20-14, 03:32 PM
SH4 != SH3 :woot:

I agree my Friend. :sunny:

I just need more time to achieve my moded gato control room. !!!!:up:
My file structure is different than yours. I will send it to you for checking if you are interested. But as you said, it take time especialy to adjust the 3d glass in the good place. :arrgh!:

After I will have a look into your file to try to understand on what other effect you are working. But I am not sure to succed (Because I am not a moder like you, I am just a copycat).

Once again, Master, MANY THANKS for your explanations and for the help in this difficult task !!!!:()1:

Best regards from France,:salute:

Jean

merc4ulfate
06-26-14, 03:27 PM
Forgive me I decided to be lazy and instead of reading through 71 pages of post I wish to ask a question.

What mods such as RSRD, TMO and any others that might affect traffic can work with RFB?
Also the latest version is 2.0 with a patch if I am correct?
If other mods may be used I understand RFB and patch come first.
Is there any order for following mods to assure compatibility?
Are any envormental mods compatible?

I wish to start a fresh campaign using RFB for the first time.

Thank you

TorpX
06-27-14, 01:00 AM
Don't use TMO with RFB or vice-versa.

RFB 2.0 is the latest version.

I would suggest you start with this:

RFB_2.0 ................................. (Real Fleet Boat)
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575 ..............(Run Silent Run Deep Campaign)
RSRDC_V5xx_Patch1
Improved Ship Physics 1.1

Beyond these, it's largely a matter of personal preference. I would pay attention to the readme's and what JSGME tells you. I've never used other environmental mods, so I don't know about those.

merc4ulfate
06-27-14, 01:44 PM
Last night my girl told me the sunset on the screen with RFB look absloutely real. Thank you for the suggestions.

captgeo
07-09-14, 03:46 PM
I miss my 1.5 RFB !!!

but after I try TMO for a bit, I will be coming back to try RFB 2 .

THEBERBSTER
07-16-14, 02:32 PM
Sorted.

avers
08-14-14, 06:31 PM
hey RFB team I just started playing RFB 2.0 and I love it even more than TMO (don't tell ducy :D) and I was wondering are there going to be later versions of RFB? Or is 2.0 the final.

Sardaukar67
09-07-14, 08:23 AM
I second the question/request. :arrgh!:

aanker
09-07-14, 11:14 AM
Although I had/have no part in RFB, I doubt the old 'team' is actively doing any work. Kickinback is still up however, and I wish someone was still posting over there. Great archive of info if anyone wants to dive in.

SH5 and the departure of Luke (to bigger things) look like major turning points to me.

That said, a few individual modders close to the 'old team' are working on RFB compatible mods: for example, TorpX is doing outstanding work on 'Improved Ship Physics'.

Keep your eyes peeled & scanning the horizon for these gems.

Happy Hunting!

silverdragon41
09-11-14, 04:35 PM
This seems to be a good mod love the sinking thing but seems I can't really play it as when I start the career mode to and go out on patrol the game crashes when I try to see the outside of the boat either by going to the bridge watch station or hitting the external view button. Seems to run fine when I stay inside the boat. But that be boring after a bit. Anyone had the same issue?

aanker
09-11-14, 05:46 PM
This seems to be a good mod love the sinking thing but seems I can't really play it as when I start the career mode to and go out on patrol the game crashes when I try to see the outside of the boat either by going to the bridge watch station or hitting the external view button. Seems to run fine when I stay inside the boat. But that be boring after a bit. Anyone had the same issue?
Nope, not I.

Are you using RFB 2.0 on SH4 patched to ver. 1.5 U-Boat missions or SH4 Gold?
Did you install the "RFB_2_0_Patch_23April2010"?
Are you running any other mods?

More info would make it easier to help.

P.S. Welcome to Subsim : )

silverdragon41
09-11-14, 11:34 PM
Nope, not I.

Are you using RFB 2.0 on SH4 patched to ver. 1.5 U-Boat missions or SH4 Gold?
Did you install the "RFB_2_0_Patch_23April2010"?
Are you running any other mods?

More info would make it easier to help.

P.S. Welcome to Subsim : )

Its the sh4 patch to 1.5 u-boat missions and yes to the april patch. Only other mod had for it was the natural sinking mechanics mod but that was uninstalled before doing rfb.

Also tried a clean install. Still does it. But only in career mode. the tutorial missions it does fine. Also its the sh4 version on steam.

P.S. Well seem to found out the problem. Decided to look through the periscope and found out that the outside textures are **** up. Nothing but wavey lines of color is all it is.

aanker
09-12-14, 11:48 AM
Wow - can't have that........... did you start up SH4 in Career mode before installing RFB to check everything out in the Stock install first?

Then if SH4 ran fine before installing RFB it's either a Steam issue, SH4 location issue, JSGME issue, or RFB.

I don't know about how Steam interacts with mods but suspect everyone using Steam versions of SH4 would have said something if it was a problem, or needed special care.

Is SH4 installed to a folder off your C:\ or D:\ drive that you created - like I did called (for example):
C:\Subgames\Silent Hunter Wolves of the Pacific\sh4.exe - and other files & folders

- or to C:\username\Program Files\Silent Hunter Wolves of the Pacific\ ? <-- not recommended.

Did you configure the SH4 shortcut to start with sh4.exe - not gu.exe? gu.exe checks for needed updates before calling/permitting the sh4.exe file to start SH4.

After confirming SH4 started in Career mode, with an unmodded Vanilla Stock SH4 install using a sh4.exe shortcut, and then installing the JSGME, trying to start in Career mode again successfully, did you take a 'snapshot' of your files using that JSGME feature before installing RFB from the:
..... \Silent Hunter Wolves of the Pacific\MODS\ folder using the jsgme.exe in the ..... \Silent Hunter Wolves of the Pacific\ folder?

I can't think of anything else - possible bad RFB and/or RFB April Patch files?

Hopefully the issue is one of the others listed above - before installing RFB from the JSGME.

I'll check back - maybe someone will chime in about Steam versions too.

-

silverdragon41
09-12-14, 02:15 PM
Wow - can't have that........... did you start up SH4 in Career mode before installing RFB to check everything out in the Stock install first?

Then if SH4 ran fine before installing RFB it's either a Steam issue, SH4 location issue, JSGME issue, or RFB.

I don't know about how Steam interacts with mods but suspect everyone using Steam versions of SH4 would have said something if it was a problem, or needed special care.

Is SH4 installed to a folder off your C:\ or D:\ drive that you created - like I did called (for example):
C:\Subgames\Silent Hunter Wolves of the Pacific\sh4.exe - and other files & folders

- or to C:\username\Program Files\Silent Hunter Wolves of the Pacific\ ? <-- not recommended.

Did you configure the SH4 shortcut to start with sh4.exe - not gu.exe? gu.exe checks for needed updates before calling/permitting the sh4.exe file to start SH4.

After confirming SH4 started in Career mode, with an unmodded Vanilla Stock SH4 install using a sh4.exe shortcut, and then installing the JSGME, trying to start in Career mode again successfully, did you take a 'snapshot' of your files using that JSGME feature before installing RFB from the:
..... \Silent Hunter Wolves of the Pacific\MODS\ folder using the jsgme.exe in the ..... \Silent Hunter Wolves of the Pacific\ folder?

I can't think of anything else - possible bad RFB and/or RFB April Patch files?

Hopefully the issue is one of the others listed above - before installing RFB from the JSGME.

I'll check back - maybe someone will chime in about Steam versions too.

-

Well I am doing another clean install of it to test to see if it works. As for its location it is in program files but not on the main drive that windows operates from. Thou thats the folder steam decided to put all my games in. Thou really do not see the problem of folder placement when mods for sh5 work fine with it being in there and mods for skyrim working well as well.

P.S. Well the vanilla version works just fine. Going to try the mod again.

P.S.S. Well seems to fix the problem by switching the shortcut on main desktop with one manually made from within the folder itself. NVM. It work once then went right back to the same problem.

aanker
09-12-14, 03:56 PM
So you got it - that's the main thing : )

I have read that there are issues in Win 7, Win 8. & Win 8.1 installing mods, if SH4 is in Program Files(86) or Program Files.

If you ever need to re-install again, please consider making that extra folder on the root C:\ and tell the installer, that's where you want it.

Maybe that's impossible running Steam - I wouldn't know..... anyway,

Happy Hunting!

silverdragon41
09-12-14, 04:32 PM
So you got it - that's the main thing : )

I have read that there are issues in Win 7, Win 8. & Win 8.1 installing mods, if SH4 is in Program Files(86) or Program Files.

If you ever need to re-install again, please consider making that extra folder on the root C:\ and tell the installer, that's where you want it.

Maybe that's impossible running Steam - I wouldn't know..... anyway,

Happy Hunting!

Wouldn't say got it as it then went back to the same problem the next time I played it. But trying what you said and is having steam install it in a folder outside program files.

Also I do not install games on the c drive More for the fact I purposely got a small drive for windows to use while my other hard drive is the biggest one for games since they take a lot of space to install and such. :). I keep that strictly windows related stuff. I have my games installed on a seperate hard drive made for games and such. But it still had program file folder but now having it install outside the program folder so now it looks like this H:\ steam\SH4.

Also Thanks for your help in this matter. Very helpful.

aanker
09-12-14, 06:06 PM
This is puzzling - I did a search for "site:subsim.com Steam SH4" on Google and a number of results came up.

It may be a problem with Steam updating SH4 after RFB is installed which is bad. This thread my be of help-interest:

http://www.subsim.com/radioroom/showthread.php?t=167206

specifically post #17 however 1 - 16 are important to skim...... post #6

May need to start un-modded a few times, career, single mission, museum, etc so Steam installs all of its little updates.

Check out that thread and see if it makes sense to you.

silverdragon41
09-13-14, 12:15 AM
This is puzzling - I did a search for "site:subsim.com Steam SH4" on Google and a number of results came up.

It may be a problem with Steam updating SH4 after RFB is installed which is bad. This thread my be of help-interest:

http://www.subsim.com/radioroom/showthread.php?t=167206

specifically post #17 however 1 - 16 are important to skim...... post #6

May need to start un-modded a few times, career, single mission, museum, etc so Steam installs all of its little updates.

Check out that thread and see if it makes sense to you.


Well did what some of them said and nope. No such luck. All files verified the first time and second time I ran it. But it still runs into the same problem. So looks like its no mod for me.

Thou might just say dang it and find the disc copy of the gold edition of the game and use that instead of the one on steam.

aanker
09-13-14, 11:32 AM
Well did what some of them said and nope. No such luck. All files verified the first time and second time I ran it. But it still runs into the same problem. So looks like its no mod for me.

Thou might just say dang it and find the disc copy of the gold edition of the game and use that instead of the one on steam.
Bummer - I ran another search, : "site:subsim.com Steam SH4 RFB" and the results don't look very promising for Steam & Super mods like RFB & TMO... someone has no interior textures for example.
You're probably right, find a Gold DVD. The modded SH4 is an outstanding 'simulation' and worth every nickel, IMO......

Just checked on Amazon and I got this result searching for "Silent Hunter: Wolves of the Pacific Gold Edition":
Silent Hunter: Wolves of the Pacific Gold Edition - PC $29.99
Only 20 left in stock--order soon. Offered by FunFactory.
8 Used & New from $19.75... which is higher than I expected - but a whole lot less than I paid when it first came out in 2008:

$49.95 +/- for "Silent Hunter: Wolves of the Pacific 1.0" plus
$9.95 +/- for the 1.5 "Silent Hunter: Wolves of the Pacific U-Boat Missions" 'add-on' ......
and the 'heartaches' of patching the original 1.0 failure to 1.1 to 1.2, to playable 1.3, then finally 1.4 which still needed work, to the final 1.5 patch - err 'add-on' that cost money. : )
- $29.99 doesn't look so bad after all.

Throw in some other item from Amazon to go over their $35.00 free shipping order and it ships for free. Need a soldering iron? - ha!

Maybe someone will chime in with a fix for Steam and compatibility issues with the Super Mods, but so far they haven't from what I've read.

Let us know how you make out,

Happy Hunting!

silverdragon41
09-13-14, 11:37 AM
Bummer - I ran another search, : "site:subsim.com Steam SH4 RFB" and the results don't look very promising for Steam & Super mods like RFB & TMO... someone has no interior textures for example.
You're probably right, find a Gold DVD. The modded SH4 is an outstanding 'simulation' and worth every nickel, IMO......

Just checked on Amazon from the link to Amazon at the top of this Subsim page and I got this result searching for "Silent Hunter: Wolves of the Pacific Gold Edition":

... which is higher than I expected - but a whole lot less than I paid when it first came out in 2008:

$49.95 +/- for "Silent Hunter: Wolves of the Pacific 1.0" plus
$9.95 +/- for the 1.5 "Silent Hunter: Wolves of the Pacific U-Boat Missions" 'add-on' ......
and the 'heartaches' of patching the original 1.0 failure to 1.2, to playable 1.3, then finally 1.4 which still needed work, to the final 1.5 patch - err 'add-on' that cost money. : )
- $29.99 doesn't look so bad after all.

Throw in some other item from Amazon to go over their $35.00 free shipping order and it ships for free. Need a soldering iron? - ha!

Maybe someone will chime in with a fix for Steam and compatibility issues with the Super Mods, but so far they haven't from what I've read.

Let us know how you make out,

Happy Hunting!

Thanks. Yeah found it on Amazon already but doing the digital download which still be the same thing since its not going to be tied to steam. Thats what matters here.

P.S. Well so far seem sot be working. It work fine after going in and out of the game so far. So seems I be able to enjoy this mod. So a warning to all who use steam for games like these. Mod at your own risk and just because you modded other games on steam doesn't mean it will work for all games. Found that out just now.

aanker
09-13-14, 12:09 PM
I bought mine as a digital download from D2D Direct2Drive, and never had any problems, also the 1.5 add-on, however that was years ago.

Because I thought SH4 would be a 'collectors item' I also bought the DVD 1.0 - never have opened it. Maybe years from now it will, however Gold is a playable product.

Regarding D2D:
"Gamefly eats Direct2Drive, then writes off their customers"

I may need that DVD Gold someday too.... lol

silverdragon41
09-13-14, 03:09 PM
I bought mine as a digital download from D2D Direct2Drive, and never had any problems, also the 1.5 add-on, however that was years ago.

Because I thought SH4 would be a 'collectors item' I also bought the DVD 1.0 - never have opened it. Maybe years from now it will, however Gold is a playable product.

Regarding D2D:
"Gamefly eats Direct2Drive, then writes off their customers"

I may need that DVD Gold someday too.... lol

I believe the main game the silent hunter 4 without the add on I have the game disc itself and had tied it to steam since at the time wasn't into modding till recently. So far its working besides what sounds to be a sound glitch where the one guy says passing thermal layer is repeating itself but yet I am not diving or even moving at that. I am on the surface sitting there. But thats just a annoyance that can be ignored.

Threadfin
09-13-14, 03:13 PM
So far its working besides what sounds to be a sound glitch where the one guy says passing thermal layer is repeating itself but yet I am not diving or even moving at that. I am on the surface sitting there. But thats just a annoyance that can be ignored.

I experienced this and put it down to the missing voices mod. Are you using that? If so uninstalling it will fix it, at least it did for me.

silverdragon41
09-13-14, 04:09 PM
I experienced this and put it down to the missing voices mod. Are you using that? If so uninstalling it will fix it, at least it did for me.

The only mod I have active is the rfb 2.0.

moha14881
10-20-14, 05:38 AM
I've been running OTC for stock 1.5. How compatible would RFB be?:Kaleun_Binocular::Kaleun_Periskop:

THEBERBSTER
10-20-14, 08:28 AM
If you are using RFB2.0 you will need this patch

http://www.subsim.com/radioroom/downloads.php?do=file&id=2774 (http://www.subsim.com/radioroom/downloads.php?do=file&id=2774)

You should not need OTC

There is a version of Max Optics that can be used with an additional patch for using with RFB

LiquitHQ
12-29-14, 05:14 PM
Hey all

I installed this mod but it seems to be crashing when i try to do a campaign run, it only crashes on the following conditions.

* Using binocular
* Using external view
* Tying to use the aa gun
* Trying to use the aft gun
* Using TDC outside the sub
* Only crashes within a campaign
* Only crashes when using this mod

I use a steam version with the Uboat expansion the game is properly updated 1.5.0.0 and works great in vanilla. I also patched the mod up to Patch (23 April 2010) but the issue persists. Any idea why the crash is happening and how to fix it would be welcome, I also tried SH4 with another mod trigger marru no issues detected what so ever, I want to stress out that like i mentioned above: it crashes only when i play a campaign while running this mod, i tried several single mission runs while running this very mod without any issues what so ever ....

Best of regards

lhq.

Aktungbby
12-29-14, 06:40 PM
LiquitHQ! :Kaleun_Salute:

THEBERBSTER
12-29-14, 06:41 PM
A warm welcome LiquitHQ‘’ to the Subsim family.:subsim:

You will always find someone here to help you.:)

Link to my SH3 – SH4 – SH5 posts::salute:

Step By Step Tutorials & How To Do It.

Also Included Are Some Useful Download Links.

http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)

If you Are A New Subber My Thread Might Save You Some Time.

You can now use TDW’Generic File Patcher with STEAM see my Tutorial Post #125

ReallyDedPoet
12-29-14, 07:32 PM
Welcome to SUBSIM :sunny:

TorpX
12-30-14, 12:47 AM
I use a steam version with the Uboat expansion the game is properly updated 1.5.0.0 and works great in vanilla. I also patched the mod up to Patch (23 April 2010) but the issue persists. Any idea why the crash is happening and how to fix it would be welcome, I also tried SH4 with another mod trigger marru no issues detected what so ever, I want to stress out that like i mentioned above: it crashes only when i play a campaign while running this mod, i tried several single mission runs while running this very mod without any issues what so ever ....



Please post the exact mods you are using, in the order you enable them in JSGME. Otherwise, we can only make wild guesses as to what the problem is.

Make sure when you start with a new mod load out, that you start a new career. You cannot continue with an old non-RFB career after you enable RFB.

LiquitHQ
12-30-14, 04:29 AM
If you Are A New Subber My Thread Might Save You Some Time.

You can now use TDW’Generic File Patcher with STEAM see my Tutorial Post #125[/URL]

Hey and thanks but it seems the last link doesn't seem to work for me i get [url]http://www.subsim.com//www.pinterest.com/pin/create/extension (http://www.subsim.com//www.pinterest.com/pin/create/extension/) a 404 page not found error ..

Please post the exact mods you are using, in the order you enable them in JSGME. Otherwise, we can only make wild guesses as to what the problem is.

I dont want to sound cocky and no pun is intended but i thought i typed the whole post out pretty clear :hmmm: SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Fleet Boat Mods Workshop > [REL] Real Fleet Boat 2.0 this is the thread i am in yes?

Hey all

I installed this mod but it seems to be crashing when i try to do a campaign run, it only crashes on the following conditions.

* Using binocular
* Using external view
* Tying to use the aa gun
* Trying to use the aft gun
* Using TDC outside the sub
* Only crashes within a campaign
* Only crashes when using this mod

I also patched the mod up to Patch (23 April 2010) but the issue persists.

Additionally The mod load order would be: I am sorry that this wasn't clear enough ...

Realfleetboats2.0
Realfleatboats2.0Patch

Make sure when you start with a new mod load out, that you start a new career. You cannot continue with an old non-RFB career after you enable RFB.

I always start a new career when i change the mod load back to vanilla or to another mod or back to this one, i even delete the save games cause i think of them as obsolete. Like stated before i tried various ways to figure out why this mod isnt working properly, heck its the only one that isn't working aside of vanilla and triggermaru but this seems to be a nice mod so i want to try it out and i am kinda stubborn :O: I rarely give up but damn i am coming close ...

The only thing aside of the info i gave is that i installed JSGME from the download provided by subsim do i need another one to make it properly work with this mod.

Edit: After some more extensive testing I have more info to provide

The crashes only occur on 3 types of submarines

* Tambor Class (continuously)
* Gar Class (continuously)

* Porpoise Class (sporadically when the UI seems to white out after screen load)

It is as if when i use these type of sub marines that the game doesn't responds to the UI shortcuts anymore and the game just stops to work if I try, so far it only happens on these 3 submarines when i use this mod, it happens both on campaign and in single player when i have chosen these submarines, if i pick any another sub marine to start a campaign or a solo game I seem to be able to play my career or mission properly, i need to play more to test but i think its an isolated issue with those 3 subs.

still not sure why it is happening but at least I was able to pinpoint the issue, any thoughts?

Kind regards

lqh.

Jimbuna
12-30-14, 08:39 AM
Welcome to SubSim LiquitHQ :sunny:

CapnScurvy
12-30-14, 09:18 AM
Whenever a player has unexpected CTD's as your having the first thing to check is your own game setup (believe me, if RFB 2.0 was that buggy we would have found it out before now!).

Remove the mods from JSGME "Activation" and run the apps "Tasks...." menu feature "Compare Snapshot". This will compare your original stock game files (when you first installed JSGME to a freshly installed game), to the game files you have now. Didn't take an original "Snapshot" of your clean game files when first adding JSGME? :88)

Do a complete removal/re install of the game, following the steps lined out HERE (http://www.subsim.com/radioroom/showthread.php?t=133290). Add a fresh JSGME to the game, then take the needed "Snapshot" for future use. Re download the RFB mods (could be something in your download that's causing problems), then try it all over again.

Don't forget to remove your "SH4" folder, found in your "Documents" folder of your computer. This folder holds your personal game options (like choice of screen resolutions, or manual/auto targeting selection, etc.), and also keeps track of any saved game points you or the game makes. Get rid of it....the game will make a new one the next time it starts. Yes, you'll have to make new choices for the options, but then again, things aren't working out for you now?! :D

===========

You say your Steam download is version 1.5 of the game. Does it read like this, at the bottom of the stock "Main" menu screen:

http://i175.photobucket.com/albums/w132/crawlee/ScreenShot081copy_zpsdc804f6a.jpg

Sorry to seem so trival, but there's been all kinds of issues with just what version of the game Steam is selling players? Least wise with the first download of Silent Hunter 4........it's reported they give you version 1.3 (a poor excuse of the original version of the game....they should have at least given you v1.4). You don't get bumped up to 1.5 until you purchase the U-Boat Addon, at an additional cost.

LiquitHQ
12-30-14, 03:43 PM
Sorry to seem so trival,

Don be sorry :D

it's reported they give you version 1.3 (a poor excuse of the original version of the game....they should have at least given you v1.4). You don't get bumped up to 1.5 until you purchase the U-Boat Addon, at an additional cost.

I have the Uboat missions and it is installed on top of the normal silent hunter 4, i deleted the whole thing and did a entire new installation then i backed the entire game up. Then i tried the game without any mods, I tried various single missions first and then a career to make sure everything was working properly ....

I dint encounter any troubles what so ever so i went on and installed a clean jsgme and after that i placed a clean RFB 2.0 version + the patch in the mod folder; now i am running the game various time in single player with different ships and no problems what so ever and i also tried new careers with the previous ships that were crashing the game before with this mod. I can tell you that the game is not crashing anymore but i am not sure what i did different then before as far as i am aware i did the exact same thing except of the difference that i can play the game now without any issues :arrgh!:, at least thus far.

Thanks for the assistance

best of regards

lhq.

CapnScurvy
12-30-14, 05:34 PM
I have the Uboat missions and it is installed on top of the normal silent hunter 4, i deleted the whole thing and did a entire new installation then i backed the entire game up. Then i tried the game without any mods, I tried various single missions first and then a career to make sure everything was working properly ....

I dint encounter any troubles what so ever so i went on and installed a clean jsgme and after that i placed a clean RFB 2.0 version + the patch in the mod folder
lhq, I hope you allowed JSGME to take the "Snapshot" of your freshly installed stock game files BEFORE loading any mods into them. The whole point of taking the Snapshot of your pristine game files is to check in the future if their still intact, or have they been corrupted by adding/removing mods from the files. JSGME knows that game files get corrupted by regular game play with mods being installed/removed. It does a pretty good job in keeping tract of the files modified, yet "crap happens". That's why the creator put the Snapshot feature into JSGME.....he knows the app isn't fool proof. Having the ability to check your stock game files/folders for changes is the first thing you need to do whenever problems occur.

LiquitHQ
12-30-14, 07:27 PM
lhq, I hope you allowed JSGME to take the "Snapshot" of your freshly installed stock game files BEFORE loading any mods into them.
I located the snapshot under the task section of that tool and i did pressed it and waited until the bar was filled prior to enabling any mods I also backed up the game prior to enabling RFB2.0 so far everything works well no issues occurred anymore after i did a fresh clean install, most likely something went wrong with the installation of the main and the dlc ...

I tried two thus far and i think these are the ones i gonna like the most triggermaru and this one real fleet boats, the only difference i see is that RFB has a little more realism but i can not be entirely sure of that ....

best of regards and thanks for the assistance ;-)

lhq.

CapnScurvy
12-31-14, 10:39 AM
I located the snapshot under the task section of that tool and i did pressed it and waited until the bar was filled prior to enabling any mods.....

Great, now you have a good point of reference to go by in the future!

.....most likely something went wrong with the installation....

No, more likely your game files became corrupted with modding the game. Now that you have a "Snapshot" of your clean game files, in the future you'll be able to compare those files to what you have after modding the game with activating/de activating mods. It happens all the time....... files get left behind, changed, removed, while using mods. Keeping your core game files like new is your main goal. The "Compare Snapshot" feature of JSGME is there to help you do just that.

Good Luck!

moha14881
01-05-15, 01:08 PM
I run these mods:
RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
Bigger Better Protractors
I saw that range is underestimated! Leading to misses due to wrong calculations!
Any ideas or mods and please not hosted on filefront. I can't access them!
My resolution is 1440*900.

Tvol
01-07-15, 04:19 PM
Whenever I enable RFB 2.0 with JSGME, when I then go start a new patrol, the textures are horribly messed-up. All the orders buttons have a white background, the compass and speed bits are flat white, and the entire 3D scene is black (or, alternately, mostly not there and white). Annnnd then SH4 usually crashes right after that.

Anyone know what's going on?

Win7, AMD 6900M (iMac late-2011).

Edit: Here's a link to dxdiag output:

https://dl.dropboxusercontent.com/u/5296507/DxDiag.txt

Edit: Figured it out. Had to set LAA flag on SH4.exe. (Very odd presentation of memory problems. Usually programs just go straight to CTD, not functioning but not loading certain textures.)

moha14881
01-18-15, 04:14 PM
I've noticed that the narwhal seems to lack a flak gun and LOTS of emty slots. The deck watch is entirely empty!!:k_confused::Kaleun_Sick:

ReallyDedPoet
01-18-15, 04:43 PM
Whenever I enable RFB 2.0 with JSGME, when I then go start a new patrol, the textures are horribly messed-up. All the orders buttons have a white background, the compass and speed bits are flat white, and the entire 3D scene is black (or, alternately, mostly not there and white). Annnnd then SH4 usually crashes right after that.

Anyone know what's going on?

Win7, AMD 6900M (iMac late-2011).

Edit: Here's a link to dxdiag output:

https://dl.dropboxusercontent.com/u/5296507/DxDiag.txt

Edit: Figured it out. Had to set LAA flag on SH4.exe. (Very odd presentation of memory problems. Usually programs just go straight to CTD, not functioning but not loading certain textures.)

Welcome to SUBSIM Tvol :sunny:

THEBERBSTER
01-18-15, 04:49 PM
A Warm Welcome To The Subsim Community > Tvol :subsim:

You Will Always Find Someone Here To Help You :sunny:


Link To My > SH3 – SH4 – SH5 > Posts :up:


Step By Step Tutorials & How To Do It. :salute:


Also Included Are Some Useful Download Links


http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)


If You Are New To Subsim or Silent Hunter My Thread Link Might Save You Some Time. :salute:


Subsim <> How To Donate <> See The Benefits <> Support The Community :yeah:

http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119

moha14881
02-03-15, 10:41 AM
It's listed in the manual I can get the fore deck gun in may 1942 though It was available by april 1942, SD-1 and SJ radar by june 1942 but still not there!!!
Is there anything wrong??? I recieved command of USS Gato.

TorpX
02-04-15, 03:51 AM
I've noticed that the narwhal seems to lack a flak gun and LOTS of emty slots. The deck watch is entirely empty!!:k_confused::Kaleun_Sick:
If you use these mods, you will have a serviceable Narwhal:
RFB_2.0 ................................(Real Fleet Boat)
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575 .................(Run Silent Run Deep Campaign)
RSRDC_V5xx_Patch1
Improved Ship Physics 2.15

This will not work with the 'Bonus' Narwhal, though.

moha14881
02-05-15, 12:49 AM
Thanks Torpx! I'll see to it.:up:

Gothrond
02-14-15, 08:05 AM
Hallo, I tried these mods, load game in port and slot for AA gun and for SJ radar still mising. Previously I tried RFB 1.52, I hoped that in RFB 2.0 it will be repaired :-?

RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
PE4 final
New Env.
.
.
SH3 control

TorpX
02-15-15, 12:25 AM
The Narwhal is in the RSRDC mod, and (I'm speculating here) was made for an earlier version of RFB. RFB was finished some time ago, so what you get is what you get.

See my post in answer to moha14881.

moha14881
02-16-15, 04:38 AM
I'm currently commanding the USS spearfish and after two patrols where the F are the upgrades??:down::/\\!!

TorpX
02-17-15, 09:15 PM
What upgrades do you need?

moha14881
02-18-15, 05:13 PM
What upgrades do you need?


At least what's available in the date! For now the SD air search radar!:Kaleun_Periskop:

Ifernat
02-18-15, 07:22 PM
Hi, loaded up RFB for my first outing with SH4 and liked what I saw in the manual. One CTD so far but nothing major. Running a steam version patched to 1.5 with RFB 2.0 and the patch. One question, when I get a contact update there's no directional heading, the space for it is just blank. Now don't get me wrong, I agree that the satellite map of vanilla is not realistic in any way shape or form. What I was expecting was something like GWX where it gives you a rough direction of travel with up to a 22 degree margin of error so the longer the intercept the larger the cone of uncertainty. Is this an installation glitch or an actual design decision?

A contact update that doesn't tell if the contact is heading N, S, E, W is not particularly useful and if this is a design decision I think it may go a bit too far in the other direction unless there are multiple types of contact reports to simulate sightings by other USN assets vs intercepted position reports which would not include speed and heading.

TorpX
02-18-15, 09:59 PM
That is intended.

I believe some contact reports you get by radio, and will have course/speed info. However, you should know that such info is subject to 'fog of war'.

***



At least what's available in the date! For now the SD air search radar!

Is it possible you already have it installed? :06:

moha14881
03-06-15, 08:44 AM
[QUOTE=TorpX;2289109][INDENT] Is it possible you already have it installed? :06:
Nope, I confirm I had it installed in fremantle never in manila or surabaya!
All other upgrades are missing!:down:

CptGrayWolf
03-10-15, 02:38 PM
Just wanted to say a big thanks for this mod :salute:

moha14881
03-12-15, 06:40 AM
The dates of upgrade packs are so messed up and there's no mid war conning tower for the sargo class even after manually changing the dates in the upcdata directory. :down::/\\!!:wah:

Potato42
03-12-15, 05:45 PM
I was perusing the zone file with RFB installed (no other mods) and noticed this in the zone list:

"34=TorpidoTubes"

Don't know if the misspelling is affecting anything or maybe that came with the stock game and we're stuck with it, but thought I'd report it.

Aktungbby
03-13-15, 08:51 AM
Potato42!:Kaleun_Salute:on your first three posts!

YonMaruIchi
03-13-15, 02:57 PM
this has probably been asked before but google didnt yield any results; how can i pull up the chronometer? i cant find it in any of the stations now which is how i used to access it, and used it for various calculations. couldnt find the hotkey with f1 either. can someone enlighten me?

also the mod is superb in all other regards so far thank you for all your hard work. :yeah:

ReallyDedPoet
03-13-15, 03:15 PM
this has probably been asked before but google didnt yield any results; how can i pull up the chronometer? i cant find it in any of the stations now which is how i used to access it, and used it for various calculations. couldnt find the hotkey with f1 either. can someone enlighten me?

also the mod is superb in all other regards so far thank you for all your hard work. :yeah:

I have not played RFB in sometime, not quite sure, but someone will get this for you.

Welcome to SUBSIM :sunny:

cdrsubron7
03-13-15, 03:55 PM
this has probably been asked before but google didnt yield any results; how can i pull up the chronometer? i cant find it in any of the stations now which is how i used to access it, and used it for various calculations. couldnt find the hotkey with f1 either. can someone enlighten me?

also the mod is superb in all other regards so far thank you for all your hard work. :yeah:


There are two ways to bring up the Chronometer. Either use the X key or raise time compression above 2048x. :up:

YonMaruIchi
03-13-15, 05:44 PM
wonderful thank you!! time compression and launching a torpedo both came to mind but neither of those are very practical when youre in the middle of setting up a convoy attack :haha:

thanks for the welcome :ping:

cdrsubron7
03-13-15, 06:59 PM
wonderful thank you!! time compression and launching a torpedo both came to mind but neither of those are very practical when youre in the middle of setting up a convoy attack :haha:

thanks for the welcome :ping:

Happy to be able to help you out. :D :salute:

moha14881
03-14-15, 03:13 PM
Hey, Guys am I the only one here to note about the messed up upgrade dates???
In the UPCDATA directory I found the salmon\sargo mid war conning tower is available in 1939 only I edited it out without joy!!!
Any help please, guys??

misfitdreamer
03-15-15, 09:31 PM
Hey everyone,

Haven't been playing SH all that much lately, but I booted up SH4 and RFB on a whim and it's been solid. Thanks so much for this great mod !

james_nix
03-22-15, 07:11 AM
EDIT: Something is screwy on my end. It shows two posts, but when I edit one it edits both, so sorry if you see two. Anyway....


Any chance for a the bonus Narwhal in RFB 2? :yeah:

Ark
03-29-15, 05:05 PM
Whenever I enable RFB 2.0 with JSGME, when I then go start a new patrol, the textures are horribly messed-up. All the orders buttons have a white background, the compass and speed bits are flat white, and the entire 3D scene is black (or, alternately, mostly not there and white). Annnnd then SH4 usually crashes right after that.

Anyone know what's going on?

Win7, AMD 6900M (iMac late-2011).

Edit: Here's a link to dxdiag output:

https://dl.dropboxusercontent.com/u/5296507/DxDiag.txt

Edit: Figured it out. Had to set LAA flag on SH4.exe. (Very odd presentation of memory problems. Usually programs just go straight to CTD, not functioning but not loading certain textures.)


I can get in-game after setting the LAA Flag on the EXE but all my icons are still white as well as the compass and speed indicator being solid white. I have the interior and exterior graphics but I still have the gauge problem.

Any ideas?

TorpX
03-29-15, 06:48 PM
I can get in-game after setting the LAA Flag on the EXE but all my icons are still white as well as the compass and speed indicator being solid white. I have the interior and exterior graphics but I still have the gauge problem.

Any ideas?

You should post your mod list from JSGME.

Ark
03-30-15, 02:24 AM
You should post your mod list from JSGME.



I don't have any mods. Just RFB 2.0 and the patch.

CapnScurvy
03-30-15, 07:37 AM
To Ark

What version of the stock game do you have? It's shown on the lower right corner of the main menu screen:


http://i175.photobucket.com/albums/w132/crawlee/ScreenShot081copy_zpsdc804f6a.jpg

HertogJan
03-31-15, 03:07 AM
Sounds a bit like the problem I had.
I turned off the compatibility (windows XP SP3) and everything worked.
Running game as Admin.

Rinaldi
04-22-15, 05:01 PM
Been enjoying it thus far; the struggle for tonnage early war is entirely immersive.

However, I just want to ask, anyone still having issues with the Deaf hydrophone operator. If so, any compatible mods you'd be kind enough to point me towards? Cheers in advance.

M0n3y
05-04-15, 09:44 AM
I've installed this mod but it doesn't weem to work...This is my active modlist: http://gyazo.com/e15a4dcd9b89b4faed1cdb1844e58b01

The RSRDC works just fine (I think) but this one just won't work :/

Longknife
05-04-15, 11:35 AM
I've installed this mod but it doesn't weem to work...This is my active modlist: http://gyazo.com/e15a4dcd9b89b4faed1cdb1844e58b01

The RSRDC works just fine (I think) but this one just won't work :/

2 thoughts.

1) You don't have the patch applied Patch (http://www.subsim.com/radioroom/downloads.php?do=file&id=2774)
2) Are you using the Steam version of SH4? I think RFB doesn't play well with it.

TorpX
05-04-15, 08:38 PM
As Longknife said, you are missing the patch for RFB.

As far as it working; if you don't see any new loading screen for RFB, then something is wrong. Usually, this is due to Windows preventing the relevant game files from being changed, or you have an extra folder left over from when you unzipped the mod. This would prevent the mod from being properly enabled.

Your mod structure should look like this:

C:\MyGames\SilentHunter\Mods\RFB_2.0\Data\.....

Not this:

C:\MyGames\SilentHunter\Mods\RFB_2.0\RFB_2.0\Data\ .....

M0n3y
05-05-15, 01:44 AM
I've applied the patch and I'm not using Steam but it still doesn't work.

As Longknife said, you are missing the patch for RFB.

As far as it working; if you don't see any new loading screen for RFB, then something is wrong. Usually, this is due to Windows preventing the relevant game files from being changed, or you have an extra folder left over from when you unzipped the mod. This would prevent the mod from being properly enabled.

Your mod structure should look like this:

C:\MyGames\SilentHunter\Mods\RFB_2.0\Data\.....

Not this:

C:\MyGames\SilentHunter\Mods\RFB_2.0\RFB_2.0\Data\ .....


Ah, interesting, for some reason I don't have the folders in that order.
This is my folder structure:

C:\Program Files (x86)\Ubisoft\Silent Hunter 4 Wolves of the Pacific

And there's no Mods map in there: http://gyazo.com/8a89f2c44bedb38fc8f1eadc802c34e1

Is this maybe due to JSGME wrongly applying the mods?

Longknife
05-05-15, 01:58 PM
That doesn't look right Money...

I am at my work PC & the bastages wont let me install SH on it :haha: but going off memory you shouldn't have a JSGME folder there. You want to extract that folder to your main SH folder which will also puts a MODS folder in there.

Then put your extracted MODS in that folder & run JSGME.

TorpX
05-05-15, 09:36 PM
Ah, interesting, for some reason I don't have the folders in that order.
This is my folder structure:

C:\Program Files (x86)\Ubisoft\Silent Hunter 4 Wolves of the Pacific



First, I wouldn't install the game (or any others) in Program Files. Windows Vista, or Win 7 (don't know about Win 8) usually prevents files changes, that need to be done, in that folder.

JSGME should be in the same folder the SH4.exe is. There needs to be a Mods folder inside the Silent Hunter 4 Wolves of the Pacific folder. The folders can have different names, but the structure needs to be correct, or JSGME cannot do it's job. It should not be in a separate folder.

Like this:
C:\Special Games\Silent Hunter 4 Wolves of the Pacific\sh4.exe

C:\Special Games\Silent Hunter 4 Wolves of the Pacific\JSGME.exe

C:\Special Games\Silent Hunter 4 Wolves of the Pacific\Mods\RFB_2.0\Data\......

Make sure that sh4.exe and JSGME are in the same folder, and that there is only one RFB_2.0 folder there, and it is in the Mods folder.

M0n3y
05-06-15, 02:29 AM
First, I wouldn't install the game (or any others) in Program Files. Windows Vista, or Win 7 (don't know about Win 8) usually prevents files changes, that need to be done, in that folder.

JSGME should be in the same folder the SH4.exe is. There needs to be a Mods folder inside the Silent Hunter 4 Wolves of the Pacific folder. The folders can have different names, but the structure needs to be correct, or JSGME cannot do it's job. It should not be in a separate folder.

Like this:
C:\Special Games\Silent Hunter 4 Wolves of the Pacific\sh4.exe

C:\Special Games\Silent Hunter 4 Wolves of the Pacific\JSGME.exe

C:\Special Games\Silent Hunter 4 Wolves of the Pacific\Mods\RFB_2.0\Data\......

Make sure that sh4.exe and JSGME are in the same folder, and that there is only one RFB_2.0 folder there, and it is in the Mods folder.



Aha, it works now! :D
Thanks a lot! :)

Aktungbby
05-06-15, 02:33 AM
M0n3y!:salute: after a bit of a silent run!

Tucker
07-08-15, 11:56 PM
Hey I have a question about dud torpedos. When I run the torpedoes fast I get almost all duds which is what there supposed to do early in the war, however when I have them run slow I get nearly perfect performance. Is this supposed to happen or is this a glitch.

Also is there a hotkey for the conning tower position? I've tried nearly every key and haven't found it yet.

aanker
07-09-15, 02:07 PM
Hey I have a question about dud torpedos. When I run the torpedoes fast I get almost all duds which is what there supposed to do early in the war, however when I have them run slow I get nearly perfect performance. Is this supposed to happen or is this a glitch.

Also is there a hotkey for the conning tower position? I've tried nearly every key and haven't found it yet.
In-game, hit F1 and a help file pops up with tabs to select different help subjects.

If I recall correctly, in Stock F9 either goes to radar or the CT. If radar, right-click and you should back out to the CT view. If in the CR you should be able to right-click to the CT.

In the Game folder there is a Support folder that has the game manual and in that are the key commands toward the end of the PFD..... also in the main Game folder are two JPG files; one is the keyboard layout.

Most super-mods change the keys so use their Readme files to find out.

Welcome to Subsim & Happy Hunting!

Tucker
07-16-15, 03:20 PM
Ok thanks so much I didn't even think about right clicking to go back. And I figured most mods change the key bindings, I played TMO for about half a year give or take and it had a hotkey for the conning tower. I think F9 as a matter of fact if I remember correctly hahah. So I was just curious. But thanks again.

Rockin Robbins
07-17-15, 03:43 PM
Hey I have a question about dud torpedos. When I run the torpedoes fast I get almost all duds which is what there supposed to do early in the war, however when I have them run slow I get nearly perfect performance. Is this supposed to happen or is this a glitch.

Also is there a hotkey for the conning tower position? I've tried nearly every key and haven't found it yet.
Glitch. In practice the torpedoes were almost never set to slow speed. And they were defective no matter what speed they ran. But as a practical matter it was foolish to set torpedoes slow. The faster the torpedo the more accurate your aim.

goodpoints
08-09-15, 10:11 PM
Anyone know if it is possible in either stock or RFB to damage/disable AI engines or propellers? From reading the RFB manual I get the impression that the game can't model damage on specific equipment, only certain compartments? So are there actual functioning engine rooms on AI ships? I've been trying to disable engines with the deck gun, and have confirmed with the external cam multiple holes in the stern right around the prop but this seems to have no effect on the ship's speed.

Also, not sure if this is because of how RFB changes the shells or if its inherent in stock, but the amount of point blank 90 degree 3" deck gun shots I've seen have no penetration against merchant hulls is starting to feel ridiculous. It just feels wrong when I can blow away 3 tanks sitting on the deck with one shot (which look more like T-60's than any actual Japanese tank) but I can pump dozens of rounds into the hull from less than 300 yards and have only 1 or 2 penetrate.

Similarly, do any of the "AA" machine guns have any effect on ships? I've been damaged by machine guns on merchants but my .50 cal seems to have no effect on any part of the deck, hull, or enemy machine gunners. Granted, it's a bit tricky to get a clear shot before the tower armor is cut down, but it would be nice to be able to conserve deck gun ammo and do some damage against those sampans with the MGs.

TorpX
08-10-15, 01:29 AM
Welcome aboard, goodpoints! :salute:

About damage, things like props and engines are modeled, though perhaps not to the level of detail we might desire. Torpedoes can blow off props, for instance. Engine rooms are modeled in the game, but I can't comment on the finer points. Stock may have more limitations in this area. I mostly play RFB.

I don't think the game models crew realistically, meaning you may have to blast the engine room to pieces, before stopping a ship, maiming/killing the crew may not do it. Not sure they are modeled at all, really.

The graphical effects you mention, holes and such, have nothing to do with the damage inflicted. Ships can be sunk without making any visible holes. It is purely eye-candy. Another factor to consider: AI target ships have some repair ability, but I have no idea how this works, or what limitations it has.

Machine-guns and light AA will have an effect, depending on the armor rating of the target and shell. However, you should keep in mind, that in real-life it could take hundreds of medium sized shells to sink a merchant. Don't expect too much from your deck armament.

In RFB, one generally must damage more than one compartment, so the target sinks by flooding. Sometimes this is a slow and tedious process.

goodpoints
08-10-15, 05:54 PM
Welcome aboard, goodpoints! :salute:

About damage, things like props and engines are modeled, though perhaps not to the level of detail we might desire. Torpedoes can blow off props, for instance. Engine rooms are modeled in the game, but I can't comment on the finer points. Stock may have more limitations in this area. I mostly play RFB.

I don't think the game models crew realistically, meaning you may have to blast the engine room to pieces, before stopping a ship, maiming/killing the crew may not do it. Not sure they are modeled at all, really.

The graphical effects you mention, holes and such, have nothing to do with the damage inflicted. Ships can be sunk without making any visible holes. It is purely eye-candy. Another factor to consider: AI target ships have some repair ability, but I have no idea how this works, or what limitations it has.

Machine-guns and light AA will have an effect, depending on the armor rating of the target and shell. However, you should keep in mind, that in real-life it could take hundreds of medium sized shells to sink a merchant. Don't expect too much from your deck armament.

In RFB, one generally must damage more than one compartment, so the target sinks by flooding. Sometimes this is a slow and tedious process.




Well that explains a lot. Silly me for assuming holes appear where there actually are holes. :dead: Is that not fixable? I haven't seen any mods that address it.

That was my main issue with the deck gun, I had thought I wasn't penetrating at all which would be a separate issue entirely than ships requiring a more accurate amount of shells to sink.

Playing with this new-found knowledge it still seems like AI engines are far too resilient. But this could tie in to the fact that crew in SH4 always go down with the ship rather than abandoning ship when there's serious flooding or fire as is the case in SH5+TWOS.

Thanks for the clarification

TorpX
08-11-15, 01:42 AM
Well that explains a lot. Silly me for assuming holes appear where there actually are holes. :dead: Is that not fixable? I haven't seen any mods that address it.


I doubt this is really fixable. Without there being a specific connection between shell hits and the damage 'decals', I don't see how this could be done. You could probably make it so there are more holes popping up, but there still wouldn't be a 1 to 1 relationship.

Playing with this new-found knowledge it still seems like AI engines are far too resilient. But this could tie in to the fact that crew in SH4 always go down with the ship rather than abandoning ship when there's serious flooding or fire as is the case in SH5+TWOS.

That could be so. I've had torpedoed ships recover rather quickly on occasion, but I don't know how, or if, it could be fixed.

goodpoints
08-11-15, 04:29 PM
I doubt this is really fixable. Without there being a specific connection between shell hits and the damage 'decals', I don't see how this could be done. You could probably make it so there are more holes popping up, but there still wouldn't be a 1 to 1 relationship.

Hmm. Does the game only track HP loss to a compartment but not where exactly on that compartment hits land, or something similar? Torpedo hit visual seem to be pretty faithful though, so it seems like there is some specific tracking of impact location there.


That could be so. I've had torpedoed ships recover rather quickly on occasion, but I don't know how, or if, it could be fixed.

It seems like ships generally slow down after torp hits but I think it might be related to the amount of flooding rather than any tracking of engine damage. Take this ship I sunk today:

https://i.gyazo.com/4811f7a65a5c56c0664dac0ed174ef65.png

2 torp detonations directly astern, yet the ship maintains ~6 knots until the stern goes fully under, I still hear prop rotation in proximity and on the hydro, as well as see the normal prop splash on the surface.

Some other things I noticed today:

The fore-mounted 3" deck gun upgrade seems to be partly nonfunctional on at least the Sargo and Gato classes. On the Sargo, the crew management page shows a crew section for aft gun as well as fore gun (though obviously there should be only 1) but both are blank with no crew slots and the Gato shows no deck gun section at all. Though, with both classes I am still able to manually operate the gun. The manual shows that upgrade available for all fleet boats in March 42 and in both cases I purchased the upgrade after March.


Often when I look through the binoculars at a ship I see this yellow triangle somewhere in the field of view (always on the water though):

https://i.gyazo.com/a3a5d7ad9d67f0cac36df1fdd50c5aeb.png

It might happen with the TBT, I can't recall offhand, but it definitely happens somewhat often with the binoculars, both during the day and night. I've seen it appear at longer ranges too. I've disabled all mods but RFB 2.0 + patch, so I think it's probably related to RFB. Anyone else seen this?

aanker
08-12-15, 11:55 AM
Some other things I noticed today:

The fore-mounted 3" deck gun upgrade seems to be partly nonfunctional on at least the Sargo and Gato classes. On the Sargo, the crew management page shows a crew section for aft gun as well as fore gun (though obviously there should be only 1) but both are blank with no crew slots and the Gato shows no deck gun section at all. Though, with both classes I am still able to manually operate the gun. The manual shows that upgrade available for all fleet boats in March 42 and in both cases I purchased the upgrade after March.
It appears that some of the UPC files in \Submarines may be corrupted, plus other files, because of the strange deck gun slots and crew slots that are not correct.

When JSGME uninstalls a mod, sometimes all files are not removed correctly and the game files get corrupted.

To avoid reinstalling the entire game, I keep a clean untouched install - (never played) and Copy this install to make install(s) from the original I can mod and play. I use Multi SH4. This way I only need to delete the corrupt \Data folder and drag a clean Copy over from the untouched clean install if my files get corrupted.

(Plus of course, deleting & replacing the JSGME \MODS folder & contents)

There is a temporary fix if you don't want to lose your Career that may correct your gun slots and crew slots:
http://www.subsim.com/radioroom/showthread.php?t=121472
Coletrains - Problem manually solved. Deck Gun, post #14 but I recommend looking at the entire topic.
- and neumanf15's post:
http://www.subsim.com/radioroom/showthread.php?t=121460 post #10

Sadly, I think a reinstall may be needed......... Maybe someone will post an alternative (I hope).

Sorry. Happy Hunting anyway, right?

goodpoints
08-12-15, 08:02 PM
It appears that some of the UPC files in \Submarines may be corrupted, plus other files, because of the strange deck gun slots and crew slots that are not correct.

When JSGME uninstalls a mod, sometimes all files are not removed correctly and the game files get corrupted.

To avoid reinstalling the entire game, I keep a clean untouched install - (never played) and Copy this install to make install(s) from the original I can mod and play. I use Multi SH4. This way I only need to delete the corrupt \Data folder and drag a clean Copy over from the untouched clean install if my files get corrupted.

(Plus of course, deleting & replacing the JSGME \MODS folder & contents)

There is a temporary fix if you don't want to lose your Career that may correct your gun slots and crew slots:
http://www.subsim.com/radioroom/showthread.php?t=121472
Coletrains - Problem manually solved. Deck Gun, post #14 but I recommend looking at the entire topic.
- and neumanf15's post:
http://www.subsim.com/radioroom/showthread.php?t=121460 post #10

Sadly, I think a reinstall may be needed......... Maybe someone will post an alternative (I hope).

Sorry. Happy Hunting anyway, right?


Hm. I know JSGME has a function to save a snapshot of current game files as a backup (Tasks > Take Snapshot...), wouldn't that likely solve the issue without resorting to a reinstall if that were necessary? Not to say that I was wise enough to remember to use said function, but it might be useful info for you. (and me in the future)

Do you know which of those UPC files exactly can be corrupted? Are they stock files or RFB files, the only ones I see in my /Submarine folder are RFB files. Which, in that case: I would think disabling RFB via JSGME, deleting the RFB folder in /MODS, and reextracting/reenabling RFB would overwrite any lingering corrupt files with clean RFB files. Does RFB save any specific user data that would mess up a current save by removing it?

Fortunately I do have a save before I transferred subs and got the upgrade, so that might give me some options. (or I can always forego the upgrade for this career if the bug, hopefully, only applies to the one upgrade) I'm currently playing some SH5, so next time I start up SH4 I will try some of those fixes (after I back up my game directory) and report back.


Unrelated to above:

Has anyone explored the possibility of automated scripts, as have been created with SH5, for SH4? I appreciate RFB staying as close to possible to historic crew rosters and procedures, but manually moving (and remembering to do so) the 2 planesmen from deck watch to Control every time you dive can be a slight hassle. It would be great it you could just run a script that would automatically do those dive procedures; as well as stuff like rigging for depth charges, sending an engine crew to damage control, manning deck/AA guns with a pre-selected crew, etc.

TorpX
08-13-15, 02:08 AM
2 torp detonations directly astern, yet the ship maintains ~6 knots until the stern goes fully under, I still hear prop rotation in proximity and on the hydro, as well as see the normal prop splash on the surface.

I don't know why this would happen, unless it is just a matter of the ship moving forward on the basis of it's momentum.

As far as crew evolutions, I can't help you there. However, most of the operation of the sub does not require crew. I know that sounds absurd, but it is true (unfortunately).

THEBERBSTER
08-13-15, 05:04 AM
Regarding Post #1209
Same thing happened to me using SH5.
Still chugging along at 6 knots.
http://i58.tinypic.com/dmy7fo.jpg


http://i57.tinypic.com/121fz9w.jpg

It did eventually sink.
http://i61.tinypic.com/nezy8m.jpg

Strange that it happens in both SH4 and SH5.
Of course it asks the question whether it also happens in SH3.

Peter

aanker
08-13-15, 12:34 PM
Hm. I know JSGME has a function to save a snapshot of current game files as a backup (Tasks > Take Snapshot...), wouldn't that likely solve the issue without resorting to a reinstall if that were necessary? Not to say that I was wise enough to remember to use said function, but it might be useful info for you. (and me in the future)

Do you know which of those UPC files exactly can be corrupted? Are they stock files or RFB files, the only ones I see in my /Submarine folder are RFB files. Which, in that case: I would think disabling RFB via JSGME, deleting the RFB folder in /MODS, and reextracting/reenabling RFB would overwrite any lingering corrupt files with clean RFB files. Does RFB save any specific user data that would mess up a current save by removing it?
Yes, check the snapshot and see what's different. It compares what files are installed now, to what was installed at the time you took it.

There are so many files that interact with \submarines, it could be time consuming to track this down.

If the snapshot is different, it may be reparable....... or if not, maybe 'commit' to RFB, reinstall RFB, its Patch, and RSRD again if you use it. That would overwrite any error in RFB, but you'd lose your clean unmodded Stock.

You'd think the older Saves should/might be compatible with a clean, corrected RFB install - if that is the cause. I'm not sure how this all too common deck gun error happens. I am no expert modder, I only know a few things, so I'm not certain but I'm thinking this error probably begins with the Sub class upgrade, or a major upgrade to the boat, and Saved games remembers and tracks that.

Too avoid a lot of this with the super mods, I extract them on a clean install of Stock, add their patch, and then use that configuration as a starting point to install JSGME. (I won't be able to uninstall RFB or its patch). I only use JSGME for small mods on that RFB install.

That's me. GB are cheap nowadays with these huge HD's, and it's only 5 GB for each install, and Multi-SH4 is great.

Skyworm
10-07-15, 01:49 PM
Cheers gentlemen,

just played a while in this mod after some time.

About the damage to screws:
I just happen to hit so far at stern, that only the screw was blown away, obviously no damage to the hull. The ship stopped after a short time, and did not move further until it sank.

But I have a question, too:
I noticed a strange thing about enemy destroyers: They did not attack me with depth charges, even though they had a 100% sure position of me. Crossed over my position time after time, but never throwed a charge. Is this sort of a bug, or are they just out of ammo if this happens?

Sometimes the depth charging works, but it seems to be the fewer number of cases.

Thanks for any hint.


And by the way: A really gread mod this is! :arrgh!:

TorpX
10-07-15, 07:28 PM
But I have a question, too:
I noticed a strange thing about enemy destroyers: They did not attack me with depth charges, even though they had a 100% sure position of me. Crossed over my position time after time, but never throwed a charge. Is this sort of a bug, or are they just out of ammo if this happens?

Sometimes the depth charging works, but it seems to be the fewer number of cases.



How do you know they "they had a 100% sure position" of you?

It could be they were low/out of ashcans. Also, I would ask are you sure they were destroyers? Minesweepers and patrol boats might appear to be DD's, but are not. If it happens again, you might take a screen shot. Otherwise, nobody can really answer your questions.

Skyworm
10-08-15, 06:00 AM
Thanks for the fast answer.

I know it was destroyers because I identified them through the periscope before trying to sneak in my target location.

Also, I play with external views active to see what happens above - just in case something strange happens.

So I actually have a screenshot. Two destroyers moved over me like this several times. First I tried to evade them, then I realized that none of them ever dropped a depth charge.

This happened again in a completely different situation. Several destroyers moving exactly over my position, obviously knowing where I am, but not attacking.

TorpX
10-08-15, 05:35 PM
Just because he was moving over you doesn't mean he knew exactly where you were.

In any case, ASW ships have a finite number of depth charges, their 'sonar cone' limits their ability to maintain contact as they close the range. So, there are reasons why they might not have dropped, in a certain situation.

How many times did they make dry runs?

If it was a large number, it would be odd, but not knowing the details, I can't say more than that.

In my own experience, they will drop on me, if they get the chance, but I don't follow them with the external cam, so I can't say they never drop the ball, so to speak.


What is your exact mod list?

(You can copy and paste it from JSGME.)

Skyworm
10-09-15, 02:56 PM
Thanks again.

The destroyers did this several times. And after realizing they were not attacking, I even stopped evading. They moved over my position again and again for some hours, never attacking. I just waited until they were gone, it took some hours I think.

And this happened again in another situation.

My mod list is rather simple:
RFB_2.0
Nothing else.

aanker
10-10-15, 11:09 AM
....... My mod list is rather simple:
RFB_2.0
Nothing else.
If you haven't installed it already, there is a patch for RFB 2.0:

RFB 2.0 Patch (23 April 2010) (48.30 MB)
http://www.subsim.com/radioroom/downloads.php?do=file&id=2774

Happy Hunting!

Rockin Robbins
10-11-15, 06:12 PM
I have a consolidated mod RFB_2.0_with_Patch if anybody's interested. It was a trivial task to combine them and it just keeps the mod list simple. If anybody cares I'll post it.

TorpX
10-17-15, 06:39 PM
It sounds like a good idea to me.

If anyone is wondering why you need the 'patch'... if you forget it, or it isn't properly enabled, you can find your S-boat takes 5 or 6 minutes to dive.

tomo123
10-19-15, 05:47 AM
Hi everyone!

Would someone be so kind and reupload the mod to a file hosting service, since all links besides subsim ones are dead?

Rockin Robbins
10-19-15, 07:08 AM
I'll see what I can do. I hate GameFront for their deletion policy. Any ideas where a decent place would be? That's why I use Subsim. It's actually safe and cares about preserving the mods.

However, Subsim isn't letting me upload the mod either. I seem to be lacking some kind of security certificate. I can't upload until I'm in uniform?

tomo123
10-19-15, 07:57 AM
I seem to be lacking some kind of security certificate. I can't upload until I'm in uniform?

Now, this made me laugh!

But, jokes aside... MEGA, Google Drive ( if you have a gmail address ) or Dropbox would be nice. They don't delete files unless your account is inactive for quite a while.

Rockin Robbins
10-19-15, 08:56 AM
Now, this made me laugh!

But, jokes aside... MEGA, Google Drive ( if you have a gmail address ) or Dropbox would be nice. They don't delete files unless your account is inactive for quite a while.

Okay, my 50GB Box account won't accept a file that big. Let me see about the Google Drive. I hate to put a permanent 3/4 GB file into a 2 GB dropbox account.

Google Drive has started the upload. Hope they don't do a bait and switch, have a cap and just stop the download when I hit the cap. Stay tuned.

tomo123
10-19-15, 10:19 AM
Roger that. Tuned as a fiddle.

Thank you very much.

Rockin Robbins
10-19-15, 01:53 PM
Okay, we now have a live link to my Google Drive account for RFB 2.0 with Patch (https://drive.google.com/open?id=0B_hBv9vm2KDPNVg0UUVrV1hMY0E). And a Subsim link as well to RFB 2.0 with Patc (http://www.subsim.com/radioroom/downloads.php?do=file&id=4798)h

When you download this and install it you do not need to install the patch. It is part of the mod here. It's crazy that it hasn't been that way all along.

tomo123
10-19-15, 03:14 PM
Thank you again!

But, if you want to make the file publicly available, you will have to share it without permission requests.

Here's a quick explanation:
https://support.google.com/docs/answer/2494886?hl=en

Otherwise, you'll be spammed with file requests from people wanting to download the mod.

Berserker
10-19-15, 04:49 PM
Just curious...But WHY are you complaining when the baddies don't drop depth charges on you??:hmmm:? I would be thanking our heavenly Father to such gifts...:yeah: The little twits always find me...:nope:

Sailor Steve
10-19-15, 06:18 PM
However, Subsim isn't letting me upload the mod either. I seem to be lacking some kind of security certificate. I can't upload until I'm in uniform?
I think the maximum capacity for normal uploads is 40 MB. Bigger than that you'll have to ask Neal about using the FTP server. I've had trouble with that in the past, but maybe you'll have better luck.

Rockin Robbins
10-20-15, 11:41 AM
Thank you again!

But, if you want to make the file publicly available, you will have to share it without permission requests.

Here's a quick explanation:
https://support.google.com/docs/answer/2494886?hl=en

Otherwise, you'll be spammed with file requests from people wanting to download the mod.
Thank you! Sharing options changed and now everyone has access. I'm still communicating with Neal to have the actual file uploaded to Subsim. I'll leave my Google Drive link active for those with download problems in Subsim due to nationality.

tomo123
10-20-15, 01:25 PM
Thank you. You are the most excellent of gentleman I've had pleasure of meeting online.

:salute:

xXNightEagleXx
11-27-15, 02:45 PM
Radio contacts does not show the course, not even in terms of point of compass. Is there any way to fix/improve this?

Hinrich Schwab
11-27-15, 04:33 PM
Radio contacts does not show the course, not even in terms of point of compass. Is there any way to fix/improve this?

This is by design. RFB expects the player to manually plot all contacts and shooting solutions. There is a version of TMO Plot for RFB that will restore the contact marks to the plot screen. It won't give you the god's-eye info of the SHIV default map screen, but it is enough to get you going, if you do not want to micromanage CIC.

xXNightEagleXx
11-27-15, 06:52 PM
This is by design. RFB expects the player to manually plot all contacts and shooting solutions. There is a version of TMO Plot for RFB that will restore the contact marks to the plot screen. It won't give you the god's-eye info of the SHIV default map screen, but it is enough to get you going, if you do not want to micromanage CIC.

This is what i thought. It is not a problem to manually plot it, actually i prefer it, but it would be easier to have a rough information like point of compass (n, ne, nne, etcc..), i believe that this information would not be unrealistic (whoever report a visual contact he can guess roughly what direction he is going), am i wrong?

TorpX
11-27-15, 08:22 PM
I think the problem with what you want, is that if anything is plotted on the map by the game, it is 100% accurate, to the nearest pixel. This applies to the 'tails' of the symbols, too. So, if the mod/options put these on the map, they tend to give away the game.

Playing RFB + RSRDC (without map contacts), I sometimes get radio messages about contacts. These give a certain amount of information about position, course, and speed, but I have no way of knowing if it is accurate, or not. Of course, I must plot these myself, if I want to pursue them. This makes them much more of a gamble.

I think it is worthwhile to point out that most sinkings were the result of targets of opportunity. Sometimes info from decryption intel was sent to subs, but even then the odds were against an interception. It was only late in the war, when we had many subs working a smaller area of ocean, and better intel, that the chasing of contact reports really paid off.

xXNightEagleXx
11-27-15, 09:44 PM
I think the problem with what you want, is that if anything is plotted on the map by the game, it is 100% accurate, to the nearest pixel. This applies to the 'tails' of the symbols, too. So, if the mod/options put these on the map, they tend to give away the game.

Playing RFB + RSRDC (without map contacts), I sometimes get radio messages about contacts. These give a certain amount of information about position, course, and speed, but I have no way of knowing if it is accurate, or not. Of course, I must plot these myself, if I want to pursue them. This makes them much more of a gamble.

I think it is worthwhile to point out that most sinkings were the result of targets of opportunity. Sometimes info from decryption intel was sent to subs, but even then the odds were against an interception. It was only late in the war, when we had many subs working a smaller area of ocean, and better intel, that the chasing of contact reports really paid off.


Thanks for the info. So help me to figure this out, currently with rfb 2.0 + patch, report contacts comes without any sort of direction course, just position and speed. So having these two info how am i supposed to plot anything? I have waited to see if they would have provided a new contact update later but it didn't happen.

hanspeter76
11-27-15, 10:22 PM
nice work...

TorpX
11-28-15, 02:06 AM
Thanks for the info. So help me to figure this out, currently with rfb 2.0 + patch, report contacts comes without any sort of direction course, just position and speed. So having these two info how am i supposed to plot anything? I have waited to see if they would have provided a new contact update later but it didn't happen.

I haven't been playing much lately, so maybe others can help more. For myself, I don't get much radio intel.

In my recent career, a radio message advised units near a certain place to attempt to intercept, as major fleet units were expected to be there at a certain time. I was far away, so didn't even think about it.

In an earlier career, a message said a force was expected to transit a certain area in a couple days. It was fairly close, so I got there in plenty of time, but never saw any ships. That is usually how it is for me; you get a tip that there might be enemy units moving through a certain area in the next couple days. It is vague, and uncertain; not the sort of thing you can make detailed plans about.

All this might be different with TMO, or other mods. In SHCE, one was bombarded with innumerable contact reports; many more than you could ever pursue. They carried it to a ridiculous degree. Personally, I expect very few, and like it that way. Imo, if you get one legit contact report in a patrol, you're ahead of the game.

xXNightEagleXx
11-28-15, 01:39 PM
I haven't been playing much lately, so maybe others can help more. For myself, I don't get much radio intel.

In my recent career, a radio message advised units near a certain place to attempt to intercept, as major fleet units were expected to be there at a certain time. I was far away, so didn't even think about it.

In an earlier career, a message said a force was expected to transit a certain area in a couple days. It was fairly close, so I got there in plenty of time, but never saw any ships. That is usually how it is for me; you get a tip that there might be enemy units moving through a certain area in the next couple days. It is vague, and uncertain; not the sort of thing you can make detailed plans about.

All this might be different with TMO, or other mods. In SHCE, one was bombarded with innumerable contact reports; many more than you could ever pursue. They carried it to a ridiculous degree. Personally, I expect very few, and like it that way. Imo, if you get one legit contact report in a patrol, you're ahead of the game.




Lol, actually yesterday it happened to me the same thing. Contact report pretty close, move to intercept and nothing..

Fish40
12-01-15, 06:13 AM
You need to keep in mind that the times on these, and all messages is "Base Time". Unfortunately the game does not take into account that your patrol zone is in another time zone.

TorpX
12-02-15, 05:09 AM
?? :06:

But, your time is also base time, or so we've been told.

Fish40
12-02-15, 06:44 PM
That's true Torpex. The time displayed in your sub is also base time, not local time. The patrol areas are in different time zones.

swdw
12-03-15, 12:07 AM
This is by design. RFB expects the player to manually plot all contacts and shooting solutions. There is a version of TMO Plot for RFB that will restore the contact marks to the plot screen. It won't give you the god's-eye info of the SHIV default map screen, but it is enough to get you going, if you do not want to micromanage CIC.

I actually disagreed with this during development. Here's why. The CO is not responsible for doing the plot. He checks it and verifies it, yes, but he doesn't do EVERYTHING. While I still ran RFB I insisted we have an option for putting some of the auto plotting back in as, to me, that was MORE realistic.
Read the following links. Although it's from a 1952 manual, the procedure it describes is the same as what was used by WWII skippers. Just keep in mind, each CO put their own twist on this.

Torpedo Fire Control Party
http://www.maritime.org/doc/attack/index.htm#chap04

Duties of the Fire Contro party
http://www.maritime.org/doc/attack/index.htm#chap05

moha14881
12-10-15, 03:25 AM
nice job. Only drawback I experienced was the non updating of the sound library with sound mods resulting in a silent 3"50 deck gun.

aanker
12-10-15, 10:41 AM
..... I insisted we have an option for putting some of the auto plotting back in as, to me, that was MORE realistic.
Read the following links. Although it's from a 1952 manual, the procedure it describes is the same as what was used by WWII skippers. Just keep in mind, each CO put their own twist on this.

Torpedo Fire Control Party
http://www.maritime.org/doc/attack/index.htm#chap04

Duties of the Fire Contro party
http://www.maritime.org/doc/attack/index.htm#chap05
This is what I've maintained all along, Thank You for these swdw.

Happy Hunting!

moha14881
12-12-15, 06:05 AM
What's auto plotting?? Is this the map contacts??? Again, how to model this in-game? Besides I love to find the firing solution totally from the optics. Is there any effective method to this???? The sound library is persistent and resilient to modding. So, Are there any efficient solutions to this????

Rockin Robbins
12-12-15, 11:15 AM
What's referred to as auto plotting is map contacts.

With RFB 2.0 the plotting system was retained as stock. But at the point where you zoom in close enough to get ship silhouettes, those were deleted. The effect is that at lower magnification you get the box and motion vector as usual. But zoom in one step too far and the ship contact vanishes altogether. This is analogous to saying that if you step too close to the plotting table everything plotted on it vanishes.

Like swdw I found this unacceptable. Especially for a sub with radar, all points of contact would have been plotted to an accuracy of about 30 feet anyway--plenty close enough to hit them. RFB was putting a bag over our head and pretending to be "real." I assure you no submarine personnel ever conducted the war with a paper bag over their head.

We're still left with the standard plotting system showing ship silhouettes (you can ID ships by that very easily and of course that didn't happen very often in the war), and all that text showing course and speed.

There are alternatives. In my signature you can see links to my mods EZPlot 2.0 and TMOPlot. EZPlot 2.0 returns any game configuration to the original stock plotting system without changing any other game settings. TMOPlot isn't quite to the standards of my Universal Plugin Mods yet, but it will change the RFB plotting system to the original TMO Plotting system, where there is no descriptive text or velocity vector and the position is plotted by a dot only.

My personal choice is TMOPlot. But my other personal choice is not to force users into using anything but their choice of plotting system. So you can choose: original or TMO plotting system, by installing the plotting mod after RFB. Choices are good!

I also think a proper supermod should have a set of plugins for enemy AI settings: super-tough, tough, slighly amped and stock. How about corrected optics without recognition manual changes? How about CapnScurvy's perfect recognition manual as a separate mod for those who want to use it? How about CapnScurvy's great set of gauges that get bigger than stock but which also have a lubber's line on the compass so you can actually read your course from the compass (what a thought! Amazing what technology can do.). I can envision a supermod that includes a host of plugins so that players can mold the mod to their thinking of how the game should be played. This concept sure goes against the artist mentality of your typical top-tier modder though, who mods because he wants to mold the game to his vision. I understand that and although I pushed the idea when the mods were produced, I realized that pushing too hard would not be received well. Modders are artists first and have the proprietary interest of an artist. No voting on what they do!

When Ducimus let people influence his vision of TMO that was the beginning of the downward slide in quality and coherence within the mod as he bowed to popular demand when that wasn't appropriate to the mod. Modders need vision to get the job done and popular opinion is no substitute for vision.

So the whole thing is to some degree self-contradictory. That's why I say leave the modders alone and have separate people develop the Certified Universal Mod Plugins. The rule is that other than the stated function of the plugin, no other changes to the supermod are permitted. That keeps the mod itself focused and the plugins also available. It's not perfect, but it's the best I can come up with.

My other idea would step on the toes of modders altogether, and I proposed this also. That would be that if you make a mod, a campaign mod, call it RSRDC just to pick a random set of letters, your mod should be only changing the enemy campaign: placement and movement of enemy shipping. Add ship types if you want, but NO OTHER GAMEPLAY CHANGES AT ALL would be permitted. Released as "compatible," RSRDC in fact, tromps all over RFB and TMO gameplay, actually destroying the carefully adjusted gameplay of both in adding a "realistic campaign." Why the RFB Team and Ducimus were not up in arms about the destruction is a question I can't begin to answer, but I sure can bring it up now.

When you add RSRDC to RFB you are no longer playing RFB. You are playing RSRDC, plain and simple. You're installing a supermod over a supermod. The curious word "compatible" merely means that your game won't crash when you do such a thing.

Off my soapbox. I've said enough to make people mad.

nugetx
12-24-15, 09:11 AM
Hello, anyone knows which files i should copy to have only damage model and sinking from this mod ?