View Full Version : [REL] Real Fleet Boat 2.0
Sardaukar67
12-31-15, 01:49 PM
Does anyone have plans to improve this mod? Been long time. :arrgh!:
Tigershark624
12-31-15, 05:26 PM
I'd also like to see CapnScurvy's recognition manual make it into RFB, or at least an updated version of FooFighter's enhanced manual. If neither of those, at least one that lists ship's lengths, as I use that data for speed calculation.
Rockin Robbins
01-01-16, 05:18 PM
I'd also like to see CapnScurvy's recognition manual make it into RFB, or at least an updated version of FooFighter's enhanced manual. If neither of those, at least one that lists ship's lengths, as I use that data for speed calculation.
And that's another way to turn a Sub simulation into an arcade game. I'd like to go the other way: have a recognition manual that didn't include every ship in the known universe, one that had lots of realistic mistakes on enemy ship lengths, masthead heights, one where most ships don't even appear in the manual. Ship length was never used to calculate target speed for a single target of the thousands shot at in WWII.
A perfect manual means that you require that the US Navy rent every Japanese ship, commercial and military, take it to Pearl and carefully measure all the parameters for the manual. It would require that the Japanese agree never to modify any of their ships after we measured them. The very act of measurement would take longer than the war did. Surely you aren't going to say that adds to realistic gameplay.
In real life, most shots missed. In real life most targets were misidentified. In the game you can go patrol after patrol, even without CapnScurvy's manual and miss a couple shots per patrol and feel bad about that.
Adding Capn Scurvy's manual to Real Fleet Boat would make it Real Bad Fleet Boat.
Skyworm
01-31-16, 11:13 AM
Cheers gentlemen,
after a fresh install of sh4 and u-boat missions, I have problems installing RFB2.
I have jsgme installed into the sh4 directory, and RFB is in the mods directory jsgme created. Jsgme tells me the mod is activated, but it isn't.
Any ideas what could be wrong?
Thanks,
Skyworm
This is usually a double folder problem. When this happens, JSGME cannot properly change out the necessary files.
Your file structure should look like this:
...\SilentHunter\Mods\ABCmod\Data\....
not this:
...\SilentHunter\Mods\ABCmod\ABCmod\Data\....
Skyworm
02-01-16, 06:44 AM
Great thanks TorpX,
that did it. :Kaleun_Periskop:
One more question:
I'd like to play the german campaign now and would prefer to have german speech for more immersion. How can I get that?
I am unable to use the silent_hunter_4_german_voices patch because of my silent hunter 4 gold version. There should be a special patch for that version, but it seems to be unavailable now.
Originally I thought about playing it with the Operation Monsun Megamod, but since this seems to be incompatible with RFB, and I really love the things RFB did to the game, this is not an option.
Is there any other way?
Thanks again,
Skyworm
I couldn't say. I always play the US side.
Skyworm
02-02-16, 06:39 AM
Thanks.
Just tried that "Spaxs SH4 Uboat Speech Fix Version 8" and it works fine so far.
It seems the RFB is more US-focused, anyway, right? The german subs don't have a hogans alley or something similar to put deck crew into when submerged, or do I miss something?
redcrowsgt
02-05-16, 04:03 PM
Hi all i tried to download the manual listed for Rfb 1.52 above but its saying the zip is corrupt. I have tried redownloading but that didnt seem to fix it. Are there any other links for the file or could some one maybe email it to me ? Thanks for any help you can offer :)
THEBERBSTER
02-05-16, 06:24 PM
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I do not know why you are looking for the old RFB version 1.52.
You need to use this version.
http://www.subsim.com/radioroom/showpost.php?p=1227834&postcount=1
redcrowsgt
02-07-16, 04:11 PM
I am using RFB 2.0 :) but if you read the first post in this thread the same one that you linked me to i lt states that there is no 2.0 manual and then links you to the 1.52 manual. But thats for the help anyway :)
james_nix
02-07-16, 04:36 PM
I am using RFB 2.0 :) but if you read the first post in this thread the same one that you linked me to i lt states that there is no 2.0 manual and then links you to the 1.52 manual. But thats for the help anyway :)
I think it says somewhere around there that the manual wasn't changed because the mechanics are the same between the versions, just some tweaks were updated.
So in short, the 1.52 manual is the same as the 2.0 one, they just didn't change the name.
redcrowsgt
02-07-16, 04:49 PM
Yeh that was my assumption. I am having an issue with the actual download link working. I will try again tomorrow :)
redcrowsgt
02-07-16, 07:13 PM
Maybe someone could help me here :) i am a lil lost as you how to get tue stop watch up in the navigation map ? Am i missing a shortcut or key bind ?
james_nix
02-07-16, 08:10 PM
Maybe someone could help me here :) i am a lil lost as you how to get tue stop watch up in the navigation map ? Am i missing a shortcut or key bind ?
You mean true stop watch mod? If so it is not compatible with RFB.
Kumando
02-15-16, 08:00 PM
RFB is supposed to be the most realistic mod but does it simulate the restriction of deck gun use in rough seas? Im under imoression that it does not.
Silavite
03-04-16, 12:43 AM
When using the surface search radar, what units does the A-scope use?
http://i1298.photobucket.com/albums/ag47/Silavite/Radar_zpsdgmr3kzj.png
I put in my guesses, but the only unit I can identify is nautical miles at the top.
Can someone offer me a bit of help? :hmmm:
Aktungbby
03-04-16, 06:35 AM
Silavite!:Kaleun_Salute:
Jimbuna
03-04-16, 09:03 AM
Welcome to SubSim Silavite :sunny:
When using the surface search radar, what units does the A-scope use?
The standard ones, what you see there is the result of a modification that increased the resolution of the A-Scope. It allowed enabling that scale, which matches the spacing of the game's original one, but with more subdivisions for a precise determination of distance.
The unreadable numbers on the bottom are the original scale, that gets so small because of the new higher resolution of the screen.
Silavite
03-05-16, 08:19 PM
The standard ones, what you see there is the result of a modification that increased the resolution of the A-Scope. It allowed enabling that scale, which matches the spacing of the game's original one, but with more subdivisions for a precise determination of distance.
The unreadable numbers on the bottom are the original scale, that gets so small because of the new higher resolution of the screen.
Ah, that makes sense! Thanks for the help. :salute:
(And thanks for the warm welcome from y'all.)
flyer102
05-07-16, 08:38 AM
Good Job
flyer102
05-07-16, 10:19 AM
Good Job
Hmmm....
I'm assuming you copy the RFB "data" folder right over the data SH4 folder; but when I do, it loads 80% and freezes. ALT+TAB then shows me a bunch of errors saying a bunch of files are missing.
I have a brand new system, Win 10, NVIDIA GTX 750 Ti card, and just bought SH4 off Steam, which runs fine without RFB.
Ideas?
Aktungbby
05-20-16, 09:57 PM
konate!:Kaleun_Salute:
Hey! New subsim player with noob problems setting up RFB.
Just now failed my first training convoy mission. Lots of things different from the youtube videos I've been learning from without RFB.
It can get frustrating watching videos with things I don't have access to. I am very anxious to gain proficiency.
No worries. I got it. I needed to have the U-boat missions for it to work.
Jimbuna
05-21-16, 04:51 AM
Pleased you're sorted and welcome to SubSim matey :sunny:
Skyworm
07-12-16, 04:20 PM
Cheers,
just a question:
Has anyone already experience with silent hunter 4 and real fleet boat 2 under windows 10?
Does it run or not?
Thanks!
XTBilly
07-13-16, 01:00 AM
Yes, I did give it a go before a couple of months.
No problems.:salute:
Cheers, Billy.
Skyworm
07-13-16, 04:03 PM
That's good to hear!
Thanks!:Kaleun_Salivating:
orcsoul
11-25-16, 01:14 PM
Hmm.. I seem to be running into a 90% reliable crash with RFB 2.0 w/ Patch every time I attempt to load up the any sort of external view (Attack 'scope, external camera, deck, etc) in a Gar class running out of Pearl. Both the Porpoise and Tambor (which really makes it confusing, as the Tambor/Gar are(were?) identical and use the same files?) work just fine however.
The situation:
100% clean and fresh (Steam) install of SH4 w/ UBoat Missions, verified running 1.5 patch. Absolutely no other mods have ever been loaded, and the only two active in JSGME are RFB2.0 followed by the April patch. JSGME has been installed to the SH4 install directory and RFB is loading normally as far as I've been able to tell which is to say there have been no other errors or issues so far.
I'll start up the game, fire up a new campaign, accept my first mission and load up into the command room of the sub. From there I'll plot a course on the Nav map, return to the command room, and then attempt to move to the deck... then boom CTD.
Any time I've attempted to do anything that would pull up a view of the world outside the command room in the Gar class.
In an attempt to rule out RFB as the source of the issue I've also loaded up a fresh campaign in a Gar out of Pearl in the stock game w/ no mods. There are no issues there however and everything works as expected.
Suggestions? Known issue that I just missed searching for?
Edit:
Oookay... so just decided I'd start a game in a different class (Tambor out of Pearl) that I had just had success with... and lo and behold it crashed the moment I attempted to go on deck to get a view of my surroundings... hrmph.
propbeanie
11-25-16, 01:25 PM
Go to your MODS folder where you're using JSGME to activate the mod, and be certain that the folder structure is correct. You should have in the MODS folder, a couple of folders from RFB, whatever they're called. Below those folders should be a Data folder in each, and maybe a Support folder with ReadMe files. If you have another folder with the Data folder below that, that's the issue. You should have
Game Folder / SH4 / MODS / RFBmod / Data / etc. folders below that.
orcsoul
11-25-16, 01:30 PM
Nope, folder structure for both RFB and the patch are correct and I highly suspect if that were the issue, the game itself would either crash the moment it begins loading the core game files, or the stock game would load and not RFB.
Any other thoughts? Part of me wonders if this is a texture/memory issue... I'm running the game on modern hardware and given the behavior that it's only crashing when it has to load the external world and its associated textures?
propbeanie
11-25-16, 01:53 PM
Since you said stock works and the folder structure is correct, I doubt if it's anything other than what happens when you load the mod. What kind of resolution are you running your computer at? Is it the "Native" resolution? Are you running the game at the same resolution? Do you have onboard Intel graphics?
I'm not familiar at all with the "newer" version of RFB, so you'll have to wait on someone knowledgeable in it, if you can't figure it out yourself.
There is one other thing though... what directory do you have the game installed in? If you're in C:\Program Files (x86) on a "modern" computer with Windows, then that may well be the issue, in that Windows is "protecting" you from yourself. Windows put a lockbox on the Program Files directories, and doesn't allow anyone to change things there, unless it goes through Windows. You could either re-install the game to another folder, or just make a Games folder in the "C:\" root, and then drag the Silent Hunter folder over there. It'll take a bit to copy it all, but it will run from there just fine... Also, did you allow the DirectX 9c to install? SH4 needs those files...
orcsoul
11-25-16, 02:41 PM
It's definitely not a winderps file system protection issue as I've never installed hardly anything in program files preferring my own arbitrary scheme of organization instead.
And also only ever run at native res and with a discrete video card that's far more than capable of running the game.
I'll keep poking around to see if I can't figure it out, appreciate the assistance so far though.
propbeanie
11-25-16, 03:14 PM
... and that's about it for my skill level with RFB... :lol:
good luck with figuring it out, or maybe one of the young old heads will come along the Thee Definitive Answer... TDA for short... gotta have our acronyms...
orcsoul
11-26-16, 10:49 AM
Got it finally figured out...
I'd forgotten all about having to go in and make the SH4 executable aware of and able to utilize memory spaces >4gb.
Went in and changed that and all problems seem to be fixed... so far.
propbeanie
11-26-16, 11:44 AM
Veddy intellesteen... Thanks for posting back with that. I don't understand why that would work, but we'll use the info.
orcsoul
11-26-16, 02:02 PM
And as if in an act of cosmic irony... I encounter a crash... of a different sort. I launch my first fish at an unescorted tanker... and wouldn't you know the first torpedo I launch is a circle runner (wasn't expecting it so wasn't looking for it) and impacted me dead abeam.
But no crashes... except for that one... where the fish crashed into my sub.
Ishmael
12-11-16, 10:36 PM
Quick question. I'm trying to play a campaign in RFB with manual targeting & the O'Kane targeting method. How can I access the stopwatch to figure target speed? It doesn't show up in the periscope command tab where I expect to see it
Barkerov
12-11-16, 11:56 PM
Pressing "X" brings up the stopwatch
ArditoCorsaro
12-26-16, 06:22 PM
How go the conn tower upgrade for older classes? (porpoise salmon sargo) ? Is all ok? Or you.have bugs with radars that disappear etx after the refit? In tmo i had this problem but i resolved.it upgrading manually.
How is in rfb? I m playing rfb and since i mantain older boats until late 43-44 for the challenge, i would know of there is this problem here too. Or if the conn tower cut in late war go fine withoyt bugs. (i m using a salmon class now. Start date sept 42. From freemantle.)
how can I get the measure 32 paint job for the balao class sub for the campaign?
Sapper90
02-06-17, 04:24 AM
Anyone know if there's metric map tools available for RFB? specifically the Nomograph? can I use this http://www.subsim.com/radioroom/downloads.php?do=file&id=913 and just load it last in JSGME?
THEBERBSTER
02-06-17, 05:46 AM
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Aktungbby
02-06-17, 11:14 AM
fhog!:Kaleun_Salute: & Sapper90!:Kaleun_Salute:
Berserker
11-17-17, 03:05 AM
Just downloaded 2.0 and started out from manila...WHERE IS THE CREW??:o?Did the navy really send a sub out on a war patrol with only a skeleton crew???:hmmm:
Yeah, it's quite a process getting your boat crewed up. I remember having to restart RFB many times to fill the slots - furthermore you are suppose to move the crew from Watch and Gun slots 'below' to fill empty slots every time you dive which became too tedious for my taste.
Happy Hunting!
tjstefano
01-29-18, 05:29 PM
I get all kinds of errors before the game can even finish loading?
propbeanie
01-29-18, 05:54 PM
Welcome to SubSim tjstefano. Where did you get your copy of SH4 from, and where did you install it? Do you know if your game has the Uboats with it?
cdrsubron7
01-29-18, 05:57 PM
I get all kinds of errors before the game can even finish loading?
Hello, tjstefano. Welcome to Subsim. Happy to have you with us. :D :salute:
Some quick questions for you. What are you're computer specs? Are you using a desktop or laptop? Where do you have SH4 installed? Is your copy of SH4 downloaded or from a disk. What are the specific error messages you're getting. If we are to help you, we need much more info on what is causing the problems.
chrysanthos
03-13-18, 04:30 AM
try 7zip i have it too
hi there, im back after a long time. Quick question, has anyone had the bug where enemy destroyers are literally blind and dont spot you until you are on top of them?
Treetop64
04-15-18, 11:42 PM
hi there, im back after a long time. Quick question, has anyone had the bug where enemy destroyers are literally blind and dont spot you until you are on top of them?
Since you're asking; no.
If anything, the IJN escorts are very good at forcing me to dive long before I'd like to, and getting to my general location to ping and DC the hell out of me afterwards. Escorts are very wise. I stopped underestimating them a long time ago.
Using RFB v2.0.7 and RSRD. Only other mods added are the Razzle Dazzle Merchant skin and Less Plankton mods. All manually installed. I don't add or touch anything else (nor do I need to) in risking to break something.
If your lookouts or enemy escorts aren't spotting anything until they're right on top of each other, then it sounds as though the sim.cfg file may have been tampered with (...data/cfg). It is strongly recommended that users leave this file exactly as it is. This is especially the case for the [Mech] section of the file, where it is tempting to experiment with how ships interact with the waves - changing these values can have extremely adverse effects on AI spotting. Don't touch it.
Using RFB v2.0.7 and RSRD. Only other mods added are the Razzle Dazzle Merchant skin and Less Plankton mods. All manually installed. I don't add or touch anything else (nor do I need to) in risking to break something.
If your lookouts or enemy escorts aren't spotting anything until they're right on top of each other, then it sounds as though the sim.cfg file may have been tampered with (...data/cfg). It is strongly recommended that users leave this file exactly as it is. This is especially the case for the [Mech] section of the file, where it is tempting to experiment with how ships interact with the waves - changing these values can have extremely adverse effects on AI spotting. Don't touch it.
Don't touch it unless you are sure what you are doing is good advice.
Speaking of adjusting files that affect the game, I'll pop this in here.... (although I may be committing heresy). I recommend you try RFB by itself over the Stock install & campaign (with the Special Missions corrected) and get a feel for RFB in its 'pure' form. If you really want a different campaign than Stock, then there is an off site campaign; 'Guerrilla Submarines Spyron Mod' campaign you can find with a search engine that you might like.
RSRD is a good campaign mod and many people like it however it may change some files in RFB that may have you playing 'RSRD Boat' instead, with its settings, some of which may be different than the carefully adjusted files in the RFB mod.
RFB doesn't correct the Special Missions, however Dgreyson aka Florida Sailor made a mod that corrected them. His mod is probably around here somewhere, or should be.
Happy Hunting!
Treetop64
04-16-18, 10:59 AM
Don't touch it unless you are sure what you are doing is good advice.
Speaking of adjusting files that affect the game, I'll pop this in here.... (although I may be committing heresy). I recommend you try RFB by itself over the Stock install & campaign (with the Special Missions corrected) and get a feel for RFB in its 'pure' form. If you really want a different campaign than Stock, then there is an off site campaign; 'Guerrilla Submarines Spyron Mod' campaign you can find with a search engine that you might like.
RSRD is a good campaign mod and many people like it however it may change some files in RFB that may have you playing 'RSRD Boat' instead, with its settings, some of which may be different than the carefully adjusted files in the RFB mod.
RFB doesn't correct the Special Missions, however Dgreyson aka Florida Sailor made a mod that corrected them. His mod is probably around here somewhere, or should be.
Happy Hunting!
RSRD doesn't change or alter how RFB functions, only the game's campaign layer structure, so you're going to get RBF in its "pure" form whether you use RSRD or not.
I'm not a fan of the stock campaigns, special missions or not. Frankly, I don't see any point in running RFB without RSRD (or the compatible OM, for that matter), and there is no reason not to run them both other than personal preference. Others choose to run stock campaigns and that's fine.
To each his own, I know I'm a minority in my thinking and wasn't intending to start anything - Peace.
I'm not a fan of the Stock campaign either which is why I use something different. After many RSRD Careers one can develop foreknowledge and I was looking for a change.
Happy Hunting!
Ill let you all know what happens when i get my PC working. Just i recall last time i played, i had an issue where the destroyers were literally blind mainly at night and i could be literally next to them and they wouldn't attack me. also is the 2.0.7 just the update that is included in the first post with RFB 2.0?
Recently reinstalled this old favorite and trying the mod.
Problem is, it won't load. the Loading bar on the splash screen doesn't fill and there are error messages-missing files, etc.
Playing the steam version.
Recently reinstalled this old favorite and trying the mod.
Problem is, it won't load. the Loading bar on the splash screen doesn't fill and there are error messages-missing files, etc.
Playing the steam version.
I hope you can use LAA and you are not installed to the protected Program Files (x86) location.
Check out the helpful Tutorials sticky Topics.
http://www.subsim.com/radioroom/showthread.php?t=219029
Welcome to Subsim and Happy Hunting!
Loading bar on the splash screen doesn't fill and there are error messages-missing files, etc.
Playing the steam version.
Check to make sure you're using SH4 version 1.5 (the u-boat addon).
If you try to run a mod made for 1.5 (such as this) on 1.4 or below, it will fail with missing file messages.
Hey yall, I have a quick question about RFB. I can't seem to access the AA spots while underway in the crew panel. The gauges keep blocking it. I am using the current version of RFB with all the patches. Do yall have any suggestions, because every once in a while I would like to be able to use my Bofors. Thanks yall.
propbeanie
10-14-18, 08:08 PM
What screen resolution are you using in the game Options? You should set your video card driver for Windows to the same setting as the LCD monitor's "Native" resolution, which Windows will refer to as "Recommended". Once you are set for that for Windows, start the game and at the main menu, choose "Options", then "Graphic Settings". In the upper-left of that is a drop-down box for "Game Resolution". Set that to match your video card / LCD display settings.
As an example, my LCD monitor (old NEC MultiSync 1850E) has a "Native" resolution of 1280x1024. If I look in my Windows "Screen Resolution" dialog, I have it set to that figure, which is "(recommended)". I have my SH4 "Options", "Graphic Settings", "Game Resolution" set to the same at 75Hz refresh, and all dial, menu items, etc., display fine. Your game sounds like it might be set to the "default" of 1024x768, which kind of crams everything into a smaller space... :salute:
THEBERBSTER
10-15-18, 05:45 AM
A Warm Welcome To The Subsim Community > Chazz
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What screen resolution are you using in the game Options? You should set your video card driver for Windows to the same setting as the LCD monitor's "Native" resolution, which Windows will refer to as "Recommended". Once you are set for that for Windows, start the game and at the main menu, choose "Options", then "Graphic Settings". In the upper-left of that is a drop-down box for "Game Resolution". Set that to match your video card / LCD display settings.
As an example, my LCD monitor (old NEC MultiSync 1850E) has a "Native" resolution of 1280x1024. If I look in my Windows "Screen Resolution" dialog, I have it set to that figure, which is "(recommended)". I have my SH4 "Options", "Graphic Settings", "Game Resolution" set to the same at 75Hz refresh, and all dial, menu items, etc., display fine. Your game sounds like it might be set to the "default" of 1024x768, which kind of crams everything into a smaller space... :salute:
Thanks for the quick response. I’m currently running at its recommended setting 3840X2160 16:9 at 60Hz. I’m running it on my laptop so that should explain the craz dimension. When I first reinstalled SH4 on my current laptop I had to fiddle with the resolution because all the writing was absolutely tiny and unreadable. Now at least it’s readable, but I will play with the resolution again and see if I can get it better.
Edit:
Well that was weird, in the options it said I was running it at the recommended resolution, but when I clicked on it to double check and reselected it, it shrunk everything back to being almost unreadable haha. So apparently I wasn’t on my recommended settings. But I changed it to 1920X1080 16:9 at 60Hz and it’s good now. The writing and icons are still a little small but I will get used to them. And more importantly now I can access my whole crew menu.
Bleiente
10-15-18, 02:48 PM
Do you have the OTC update to this old mod?!?
:03:
propbeanie
10-15-18, 03:43 PM
Thanks for the quick response. I’m currently running at its recommended setting 3840X2160 16:9 at 60Hz. I’m running it on my laptop so that should explain the craz dimension. When I first reinstalled SH4 on my current laptop I had to fiddle with the resolution because all the writing was absolutely tiny and unreadable. Now at least it’s readable, but I will play with the resolution again and see if I can get it better.
Edit:
Well that was weird, in the options it said I was running it at the recommended resolution, but when I clicked on it to double check and reselected it, it shrunk everything back to being almost unreadable haha. So apparently I wasn’t on my recommended settings. But I changed it to 1920X1080 16:9 at 60Hz and it’s good now. The writing and icons are still a little small but I will get used to them. And more importantly now I can access my whole crew menu.
We would have to wait for someone more familiar with the higher resolutions to come along and address the use of something in the 3840x2160 range, but as you found, using an 'equivalent' ratio resolution (16:9 in your case) that is lower, can help. :salute:
Oloof22
03-20-19, 04:22 PM
The mod crashes when I try to go to any external view (free camera, periscope...). Any ideas?
Treetop64
03-23-19, 12:31 PM
The mod crashes when I try to go to any external view (free camera, periscope...). Any ideas?
With nothing to go on:
> What are your machine specs, especially the OS (32 or 64 bit), GPU, system RAM, and GPU RAM
> What game version is installed
> What other mods are installed
> Is your GPU driver obsolete
> Have you done any tinkering to any files yourself
It is unusual for the game to crash from simply switching to an external view, this after a mission, scenario, or campaign having already loaded and running I'm assuming. My initial guess is insufficient memory, either system or GPU.
KaleunMarco
05-10-19, 08:26 AM
hello,
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_RFB\MODS]
1_RFB_2.0
2_RFB_2.0_Patch_23April2010
8_SMMO for RFB 2.0
driving a Gato out of Pearl. August 1942. 3 inch forward deck gun.
while completing an attack on a merchie, i surfaced in order to complete the sinking with the 3 inch deck gun. the gun is manned by gunner's mates however the AI accuracy is horrible...even at close range. the gun shoots all over the place. maybe one shell in 30 is even near the target.
if i take over as gunner, the weapon shoots straight as an arrow. bang-zoom-done.
i've checked the Library\USSubParts files for accuracy entries.
i've checked Cfg\.cfg files for accuracy entries.
webster has created a slew (slough) of mods for deck guns but nothing about accuracy.
so why is the AI accuracy so errant? and how can i fix it?
:salute:
KaleunMarco
05-17-19, 08:17 PM
i had something very unusual happen while on patrol between the Carolines and the Marianas. Approx long 1745170 lat 1044500. January 4th or 5th 1943. Driving a Gato out of Pearl.
tracking a Troop Convoy with radar. the convoy is heading south. i am approaching from the east. we are NOT in visual range of each other and not close enough for radar to identify the individual ships.
all of sudden, we start taking immediate and serious damage. bridge crew is dead. everyone forward of the stern torpedo room is injured. flooding in engine room conning tower and forward torpedo room. all forward tubes destroyed. ordered periscope depth and began evasion while we started damage control. while we were evading, the enemy passed by the location where we incurred our damage and every enemy ship was destroyed. one by one. most odd. i believe that the convoy was one liner and three escorts. i managed to put a torpedo (stern) into the liner as she passed by and she went down. but the three DD's were all destroyed without any input from my gallant crew.
i checked the Japanese mine fields file with the ME but there is no mine field within 1000 miles of the Carolines.
has anyone experienced this? it's like a black hole.
propbeanie
05-18-19, 12:14 AM
I can't get your coordinates to coincide with water, unless I'm misunderstanding them. I end up in west-central Africa. However, if you are using the Mission Editor, be sure you have the menu item "View" and "Show minefield distribution" to see the approximate density of the minefield.
https://i.imgur.com/9VMrA1y.jpg
minefield without distribution
https://i.imgur.com/jbFXdPg.jpg
same minefield, same zoom, with distribution
https://i.imgur.com/1tsEgGF.jpg
zoomed for the scale of this particular field
Real Fleet Boat does not add anything to the Campaign folder, so unless you've put RSRDC in, you've got "Stock". There are no mines in the US_Minefields.mis, and only mines in Jap_Minefields.mis. However, RSRDC adds many more minefields and anti-subnets, which can do considerable damage...
https://i.imgur.com/JPmtWlJ.jpg
Beyond that, I've not had similar happen to me, but I have run through a minefield and been sunk (I used a Save Replay to be able to see what happened), and I've seen the enemy find a minefield for me by running through and detonating quite a few of them. Glad they came along when they did!... :salute:
KaleunMarco
05-18-19, 11:49 AM
I can't get your coordinates to coincide with water, unless I'm misunderstanding them. I end up in west-central Africa. However, if you are using the Mission Editor, be sure you have the menu item "View" and "Show minefield distribution" to see the approximate density of the minefield.
minefield without distribution
same minefield, same zoom, with distribution
zoomed for the scale of this particular field
Real Fleet Boat does not add anything to the Campaign folder, so unless you've put RSRDC in, you've got "Stock". There are no mines in the US_Minefields.mis, and only mines in Jap_Minefields.mis. However, RSRDC adds many more minefields and anti-subnets, which can do considerable damage...
Beyond that, I've not had similar happen to me, but I have run through a minefield and been sunk (I used a Save Replay to be able to see what happened), and I've seen the enemy find a minefield for me by running through and detonating quite a few of them. Glad they came along when they did!... :salute:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_RFB\MODS]
1_RFB_2.0
2_RFB_2.0_Patch_23April2010
8_SMMO for RFB 2.0
no RSRD mods...only RFB
the coordinates are from ME.
here is the entry from my Career file for sinking the Troop ship. maybe the coordinates will make more sense.
NameDisplayable=ContactReport 091_JP Huge European Liner#1
CurrentDate=1943-01-04 22:37:00
LocationName=
Location=0,3.58964e-039
TargetLocation=-2.68759,1.4013e-045
the behaviour sure acted like a mine field but there is none nearby. here is approximately where the action took place.
https://i.ibb.co/SfqmDxp/Picture0014.jpg
propbeanie
05-18-19, 01:54 PM
As far as I remember, and as far as I can see (with or without eye glasses), there are no mines anywhere near you in Stock
https://i.imgur.com/HX9PU8z.jpg
The only way you'd have mines is if you have mod soup and part of RSRDC and / or FoTRSU came along for the ride, and even still, I don't think either has mines where you are there... It wasn't The Flying Dutchman, was it? :o 'Course, he usually hangs around the Luzon Straits... :salute:
KaleunMarco
05-18-19, 09:41 PM
As far as I remember, and as far as I can see (with or without eye glasses), there are no mines anywhere near you in Stock
https://i.imgur.com/HX9PU8z.jpg
The only way you'd have mines is if you have mod soup and part of RSRDC and / or FoTRSU came along for the ride, and even still, I don't think either has mines where you are there... It wasn't The Flying Dutchman, was it? :o 'Course, he usually hangs around the Luzon Straits... :salute:
no, no mod soup. haven't played RSRD in ages and FOTRSU is installed but in a totally different folder. i was doing some testing with FOTRSU for some crazy lunatic but that is over....thank god.:har::har::har:
seriously, i had a save prior to this disaster that i sailed into so i re-loaded and attempted to re-create the same conditions. of course, it didn't happen. however, after i sank the liner one of the escorts suddenly blew up and sank. the action was 0100 or 0200 in the carolines so i really don't think it was due to other Allied resources. an unknown, surrounded by mystery, wrapped in an enigma.:hmmm::hmmm:
propbeanie
05-19-19, 12:06 PM
Well... there are slight changes made to the Sea folder in the mod, but those are mostly sensor and eqp files, if I'm remembering correctly... I'll have to find my copy of the mod... :salute:
KaleunMarco
05-19-19, 06:28 PM
Well... there are slight changes made to the Sea folder in the mod, but those are mostly sensor and eqp files, if I'm remembering correctly... I'll have to find my copy of the mod... :salute:
thanks but i wouldn't spend much time on it.
i was looking for similar experiences...not generating more work.
thank you for the kind offer.:salute:
propbeanie
05-20-19, 08:25 AM
:salute:
KaleunMarco
05-23-19, 09:48 AM
ah, the joys of playing Ubisoft games....
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_RFB\MODS]
1_RFB_2.0
2_RFB_2.0_Patch_23April2010
8_SMMO for RFB 2.0
driving a Gato out of Pearl.. May 1943. On Patrol southwest of the Carolines.
attacking a convoy headed northwest.
while firing torpedos, all hell breaks loose. enemy ships are taking torpedo hits and then we start taking damage...but there is no one even close to us. no planes either (i know what you were thinking).
then...BANG...CTD.
where did that come from?
this is very similar to the situation that i posted no long ago with the difference being that this one ended in a CTD.
very strange.:hmmm:
KaleunMarco
05-25-19, 02:36 PM
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_RFB\MODS]
1_RFB_2.0
2_RFB_2.0_Patch_23April2010
8_SMMO for RFB 2.0
i have never used the Save Replay function of SH4 but it was suggested that i use it to troubleshoot something i experienced. However, when i went to save the game (mid-game, of course), the Save Replay was ghosted such that i could not check the box prior to actual saving.
is there another step to saving a replay?:hmmm:
:salute:
propbeanie
05-25-19, 10:55 PM
Your file was apparently too big... That's all it takes, is to tick the box, and hit the "Save" button - after naming the save, of course...
KaleunMarco
05-26-19, 08:31 AM
Your file was apparently too big... That's all it takes, is to tick the box, and hit the "Save" button - after naming the save, of course...
too big? too big? it's only 1,366,019 bytes. {sigh}. actually, that is quite small when compared to the size of some other Savefiles i have experienced. :doh:
well, i thank you for the response.:salute:
propbeanie
05-26-19, 11:36 AM
Yeah, the data save is "only" 1,366,019 bytes, but the Replay may have doubled that or something... :salute:
KaleunMarco
05-27-19, 08:56 AM
does anyone know if dave grayson's photo-mission-fix is part of RFB?
i've checked the previous posts for similarities and it seems that the grayson-fix was "the" fix. i would have thought that RFB would take advantage of that but maybe not.
this issue came while on Photo Palau 01 mission. go to palau. enter on the east side. close to within 8 km (4.3 nm) and take some photos. took a picture of every ship in the port but still unfulfilled.
Any ideas? this one has me stumped.:hmmm:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_RFB\MODS]
1_RFB_2.0
2_RFB_2.0_Patch_23April2010
8_SMMO for RFB 2.0
[MapZone 1]
Name=Photo Palau Island 01_Zone1
Radius=8.000000
MaxHeight=1000.000000
MinHeight=-1000.000000
Long=16159554.000000
Lat=899678.000000
Height=0.000000
[Objective 1]
ObjName=Photo Palau Island 01_Objective1
Obj=5
ObjType=0
RenownAwarded=300
ZoneName=Photo Palau Island 01_Zone1
PhotoValue=25
MinPhotoValueThreshold=0
MissionBriefing=Intelligence has requested a update on the enemy presence in Palau island. Recon the area and, if possible, infiltrate the anchorage and photograph any enemy ships encountered.
https://i.ibb.co/tDV9qjj/SH4-Img-2019-05-27-08-16-12-088.png
KaleunMarco
06-05-19, 03:53 PM
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_RFB\MODS]
1_RFB_2.0
2_RFB_2.0_Patch_23April2010
3_SMMO for RFB 2.0
4_Stop The Shouting
Driving a Balao out of Pearl Nov 24, 1943. 12th or 13th mission.
attacking a single Hog Island freighter in the middle of nowhere.
submerged attack. stern tube. fired one torpedo. looking at enemy from periscope at the time of the torpedo hit and BAM, Mr. CTD comes calling.
restarted and reloaded the savefile, tried a surface attack. Same result when my gun crews score hits.
so....how can i troubleshoot this? is it the merchie ZON file? is it the explosion file? is it the Balao which i have had for only one or two missions? i've sunk ships with both torpedos and cannon fire in the Balao and that's what makes this such a screwy issue.
so, anybody else have a similar experience?:hmmm:
propbeanie
06-05-19, 05:37 PM
We'll have to pull s7rikeback away from what he's doing to find out for sure, but I'm thinking that's a ship ID issue... Compare the cfg files in the Roster folder, and the Sea / Ship folder, and compare those to the entry in the Names.cfg file in the Roster folder. maybe... a mind is a terrible thing to waste...
KaleunMarco
06-05-19, 06:33 PM
We'll have to pull s7rikeback away from what he's doing to find out for sure, but I'm thinking that's a ship ID issue... Compare the cfg files in the Roster folder, and the Sea / Ship folder, and compare those to the entry in the Names.cfg file in the Roster folder. maybe... a mind is a terrible thing to waste...
aye, aye :doh::doh::doh:
KaleunMarco
06-05-19, 06:39 PM
aye, aye :doh::doh::doh:
names.cfg
KMSSHogIsland=Hog Island Type A Freighter
roster cfg
ClassName=KMSSHogIsland
UnitType=102
sea cfg
ClassName=KMSSHogIsland
3DModelFileName=data/Sea/NKMSS_HogIsland/NC_HogIsland
UnitType=102
looks kosher to me, but then.......:doh:
propbeanie
06-05-19, 09:09 PM
Eh... I remember it being something simple... Either that, or my brainhas leaked and I've forgotten... :doh: :salute:
KaleunMarco
06-06-19, 08:41 AM
names.cfg
KMSSHogIsland=Hog Island Type A Freighter
roster cfg
ClassName=KMSSHogIsland
UnitType=102
sea cfg
ClassName=KMSSHogIsland
3DModelFileName=data/Sea/NKMSS_HogIsland/NC_HogIsland
UnitType=102
looks kosher to me, but then.......:doh:
so...how does one find a single ship using the MissionEditor?
i've loaded 43aJapMerchants.mis into ME but there is nothing headed SW in the area where this event takes place. approx 138-46 E 33-05 N
no merchant traffic.
is there another (secret) MIS file where the single ships are defined?
https://i.ibb.co/cFdLyDt/SH4-Img-2019-06-06-08-11-43-900.png
https://i.ibb.co/PN3mNm5/SH4-Img-2019-06-06-08-13-25-555.png
propbeanie
06-06-19, 09:55 AM
Well, the 43a layers start on September, 1943 for the most part, so you might have to look in the 42b layers. Also, the Convoys file can have singles, depending upon spawn percentages... :salute:
KaleunMarco
06-06-19, 10:19 AM
Well, the 43a layers start on September, 1943 for the most part, so you might have to look in the 42b layers. Also, the Convoys file can have singles, depending upon spawn percentages... :salute:
so, merge 42b and 43a convoys and merchants and then run 1943-11-01 on the ME?:up:
propbeanie
06-06-19, 12:00 PM
Don't "Save" if you merge the files though... I usually just look through one at a time :salute:
s7rikeback
06-06-19, 03:34 PM
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_RFB\MODS]
1_RFB_2.0
2_RFB_2.0_Patch_23April2010
3_SMMO for RFB 2.0
4_Stop The Shouting
Driving a Balao out of Pearl Nov 24, 1943. 12th or 13th mission.
attacking a single Hog Island freighter in the middle of nowhere.
submerged attack. stern tube. fired one torpedo. looking at enemy from periscope at the time of the torpedo hit and BAM, Mr. CTD comes calling.
restarted and reloaded the savefile, tried a surface attack. Same result when my gun crews score hits.
so....how can i troubleshoot this? is it the merchie ZON file? is it the explosion file? is it the Balao which i have had for only one or two missions? i've sunk ships with both torpedos and cannon fire in the Balao and that's what makes this such a screwy issue.
so, anybody else have a similar experience?:hmmm:
Don't be too sure it's the hog Island Freighter...
Look at the 44b_Jap_SubHunters.mis it's showing the NSC_SubChaser as a UnitType=0 yet in both roster & sea cfg files it's a UnitType=1.
Also there are missing files for the NSC_CHa-1, so if your hog Island Freighter had sent a mayday call, and these affected units were "called" to assist, you will have a CTD.
KaleunMarco
06-06-19, 04:24 PM
Don't be too sure it's the hog Island Freighter...
Look at the 44b_Jap_SubHunters.mis it's showing the NSC_SubChaser as a UnitType=0 yet in both roster & sea cfg files it's a UnitType=1.
Also there are missing files for the NSC_CHa-1, so if your hog Island Freighter had sent a mayday call, and these affected units were "called" to assist, you will have a CTD.
no way!:wah:
{please ignore my PM on this topic. i replied before i browsed here.}
there was a four ship TF that i passed on my way to the Hog Island. i mean in the immediate-vicinity-passed.
so, maybe i should look for a SC in the foursome?:doh:
{edit}well, there were no SC's in the TF that i passed, only Terursuki's.
so, let me make it back to base, apply the patch and try it again.
thank you for this.:salute:
KaleunMarco
06-13-19, 08:15 AM
Don't be too sure it's the hog Island Freighter...
Look at the 44b_Jap_SubHunters.mis it's showing the NSC_SubChaser as a UnitType=0 yet in both roster & sea cfg files it's a UnitType=1.
Also there are missing files for the NSC_CHa-1, so if your hog Island Freighter had sent a mayday call, and these affected units were "called" to assist, you will have a CTD.
thank you for the fix...it appears to have resolved the issue.
it took a bit of resolve to re-create the situation but was able to get back to the same general area at approximately the same date. i encountered the four-ship sub-hunter-group and then the Hog Island sailing alone. Opened fire with my cannons and sunk her. the only thing i could not do was get to the external camera fast enough. another ship in the area confused the situation so i was not able to see my cannon fire hit the Hog.
i'll let you know if there is another issue down the road.
:salute::salute:
KaleunMarco
06-14-19, 06:58 PM
Don't be too sure it's the hog Island Freighter...
Look at the 44b_Jap_SubHunters.mis it's showing the NSC_SubChaser as a UnitType=0 yet in both roster & sea cfg files it's a UnitType=1.
Also there are missing files for the NSC_CHa-1, so if your hog Island Freighter had sent a mayday call, and these affected units were "called" to assist, you will have a CTD.
************UPDATE***********
Mr. S7rikeback and i took this offline and came up with the solution.
even after applying his fix (above) RFB would CTD when i met up with a Convoy that consisted of all DD's.
the root cause of the problem turned out to be the TroopConvoy files. They contained multiple entries for PLConteverde with a Unittype=109 when all of the other references for that ship were Unittype=103.
so, the fix is to change all of the PLConteverde references in all of the TroopConvoy files.
if anyone is in need of the files, i can create a mini-mod and upload them here. just drop me a PM.
the modded files are stored here.
http://www.subsim.com/radioroom/downloads.php?do=file&id=5491
:yeah::salute:
KaleunMarco
06-29-19, 08:29 AM
there is a file of island names named, oddly enough, IslandNames.MIS.
i do not believe it is being used by the game because there are many islands without any name/description/etc.
in the past i could swear that i discovered a file which contained file names to be loaded and used by SH4 however i cannot find my note to myself.
is my recollection true...is there a file of file names?
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_RFB\MODS]
1_RFB_2.0
2_RFB_2.0_Patch_23April2010
3_SMMO for RFB 2.0
4_RFB_2.0_Patch_06June2019
5_Stop The Shouting
propbeanie
06-29-19, 08:34 AM
OH! I was going to post you a mini-mod with a lot of those name implemented!... lol - what I have to do though is to "merge" them into the RFB mod. They are input into the "Campaign_NMS.mis" file, with Map Locations, which you have to turn that on in the menu. They use "artwork" DDS images from the "Data / Terrain / LocationMaps" folder. Let me try that "merge" real quick, and I'll PM you. :salute:
KaleunMarco
06-29-19, 08:49 AM
OH! I was going to post you a mini-mod with a lot of those name implemented!... lol - what I have to do though is to "merge" them into the RFB mod. They are input into the "Campaign_NMS.mis" file, with Map Locations, which you have to turn that on in the menu. They use "artwork" DDS images from the "Data / Terrain / LocationMaps" folder. Let me try that "merge" real quick, and I'll PM you. :salute:
thank you very much!
:salute:
KaleunMarco
07-02-19, 06:57 PM
crap, crap, crap.
i'm in the midst of an attack on a task force that includes a Yamato and when i raise the periscope to take a shot...bang. CTD.
crap crap crap.
it's probably some disconnect with one of the OTC files. i was surprised how many folders/files were included in the OTC mod. it is not just optics.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_RFB\MODS]
1_RFB_2.0
2_RFB_2.0_Patch_23April2010
3_SMMO for RFB 2.0
4_RFB_2.0_Patch_06June2019
5_Stop The Shouting
6_OTC RFB 2.0
7_Increased binoculars for RFB OTC
8_RFB_LocNames
propbeanie
07-03-19, 07:37 AM
With OTC, your RecMan is "fixed", ie: no deleting or adding ships. All of the Sea folders' sim files are changed, all of the submarines have changes. You also want to make certain you have the correct aspect ratio loaded. I would do the LocNames between the patch and Stop the Shouting. If you haven't added any ships, or deleted any ships, are you certain about "Increased binoculars for RFB OTC"? I am not familiar with it.
KaleunMarco
07-03-19, 07:47 PM
With OTC, your RecMan is "fixed", ie: no deleting or adding ships. All of the Sea folders' sim files are changed, all of the submarines have changes. You also want to make certain you have the correct aspect ratio loaded. I would do the LocNames between the patch and Stop the Shouting. If you haven't added any ships, or deleted any ships, are you certain about "Increased binoculars for RFB OTC"? I am not familiar with it.
i am certain of nothing...other than life is precious.
the next time i make port...if i make port... i will take your recommendation and apply the Locnames patch as you have suggested.
:salute:
propbeanie
07-04-19, 07:39 AM
That one shouldn't matter, but what does the "Increased binoculars for RFB OTC" overwrite? :salute:
KaleunMarco
07-04-19, 08:35 AM
That one shouldn't matter, but what does the "Increased binoculars for RFB OTC" overwrite? :salute:
just one file:
C:\Ubisoft\SH4_RFB\MODS\7_Increased binoculars for RFB OTC\Data\Library\Cameras.dat
uploaded by member james_nix in march 2018. here is the text of his readme:
I noticed that the crew was spotting ships or smoke on the horizon, but I couldn't see them. So I increased the binoculars by a tick. So there is a regular and a zoom mode. I remember reading about how O'Kane was always mentioning how powerful his 7x50 binoculars were. Now you can get that feeling!
But seriously, now you and the crew will see the same thing.
---------------------------------
i myself have never inspected a Camera.dat file so i do not know its purpose.
KaleunMarco
07-04-19, 09:33 AM
With OTC, your RecMan is "fixed", ie: no deleting or adding ships. All of the Sea folders' sim files are changed, all of the submarines have changes. You also want to make certain you have the correct aspect ratio loaded. I would do the LocNames between the patch and Stop the Shouting. If you haven't added any ships, or deleted any ships, are you certain about "Increased binoculars for RFB OTC"? I am not familiar with it.
what is RecMan?
there are significant ship changes implemented with OTC. ships sink much faster than previous RFB...almost as fast as Stock.
message texts are significantly changed.
captain's log texts are significantly changed.
my hope was that OTC would only change the opticals such as F4, Uzo, periscope views but it would seem as if there is much more to the mod. i may back off OTC RFB 2.0 after this mission.
:salute:
propbeanie
07-04-19, 03:13 PM
Think of the camera.dat as the view of the world from that camera position. There are interior cameras for each "room" of the boat, the exterior, gun positions, etc. CapnScurvy "balanced" his mod's camera for the rest of the mod, although a camera that is built for OTC should be compatible with it...
The RecMan is Recognition Manual, and is at the heart of the OTC. Every ship of necessity has changes made to its sim file at a minimum, for conformity to OTC, and they are therefore updated for the Recognition Manual. Any additions or changes to any ships in the game have to be done in a manner compatible with OTC. OTC overwrites the RFB's ship sim file changes... Originally, OTC was written for Stock by CapnScurvy, and he converted a version for RFB v1.4. Near as I can tell, he did not participate in the conversion to v2.0, only lending permission for it to be done. Someone else did the conversion. Not saying that it isn't compatible, just that CapnScurvy didn't do it. If there were sinking mechanics in RFB2, a person would have to merge the RFB2 sim files with the OTC ones, if that hadn't been done before... :salute:
KaleunMarco
07-04-19, 04:27 PM
Think of the camera.dat as the view of the world from that camera position. There are interior cameras for each "room" of the boat, the exterior, gun positions, etc. CapnScurvy "balanced" his mod's camera for the rest of the mod, although a camera that is built for OTC should be compatible with it...
The RecMan is Recognition Manual, and is at the heart of the OTC. Every ship of necessity has changes made to its sim file at a minimum, for conformity to OTC, and they are therefore updated for the Recognition Manual. Any additions or changes to any ships in the game have to be done in a manner compatible with OTC. OTC overwrites the RFB's ship sim file changes... Originally, OTC was written for Stock by CapnScurvy, and he converted a version for RFB v1.4. Near as I can tell, he did not participate in the conversion to v2.0, only lending permission for it to be done. Someone else did the conversion. Not saying that it isn't compatible, just that CapnScurvy didn't do it. If there were sinking mechanics in RFB2, a person would have to merge the RFB2 sim files with the OTC ones, if that hadn't been done before... :salute:
ah so.
well, i don't use the recognition manual so i am safe from that.
:salute:
propbeanie
07-04-19, 06:00 PM
au contraire mon frère (not literally, of course - the US version, brother)! Anytime you point the periscope at something, the "targeting" system kicks in. Anytime, in fact, that you are at periscope depth, scope up or not, you have the "visual" kicking in - "Ship spotted!"... The game attempts to ID, and runs into an incompatible setting, and possible CTD... :salute:
KaleunMarco
07-04-19, 10:51 PM
au contraire mon frère (not literally, of course - the US version, brother)! Anytime you point the periscope at something, the "targeting" system kicks in. Anytime, in fact, that you are at periscope depth, scope up or not, you have the "visual" kicking in - "Ship spotted!"... The game attempts to ID, and runs into an incompatible setting, and possible CTD... :salute:
well....if i take the OTC RFB 2.0 mod and lose the Submarine folder and lose the Sea folder and lose the CFG folder, things proceed pretty well. completed one mission and am preparing to depart on the next one tomorrow.
so, the recognition manual is using the previous set of length and height factors for ships and subs which will be from the normal, everyday, RFB 2.0 files. optics are definitely better meaning larger.
on a lighter note, i was going to quote General Colt from Kelly's Heroes but i thought better of it.:salute:
propbeanie
07-05-19, 03:04 PM
:har:
shortpeople
07-16-19, 11:42 PM
I know RFB is old news to most of you guys... but I'm new....
I'm trying to run RFB 2.0 with the april 2010 patch applied.
RFB 2.0 w/ no patch seems to run fine.
But with the patch applied, as soon as I go to the bridge or try to look through a periscope I get a game freeze followed by CTD.
Steam version of game, with U-boats expansion (1.5)
Running at 1080p 60hz in windowed mode
Any ideas?
Thanks,
Shortpeople
shortpeople
07-17-19, 12:59 AM
I know RFB is old news to most of you guys... but I'm new....
I'm trying to run RFB 2.0 with the april 2010 patch applied.
RFB 2.0 w/ no patch seems to run fine.
But with the patch applied, as soon as I go to the bridge or try to look through a periscope I get a game freeze followed by CTD.
Steam version of game, with U-boats expansion (1.5)
Running at 1080p 60hz in windowed mode
Any ideas?
Thanks,
Shortpeople
Disregard... I found an earlier post with same issue.
downloaded 64 bit 4gb executable conversion app here
https://ntcore.com/?page_id=371
That got things working smoothly.
Treetop64
07-17-19, 10:59 AM
Disregard... I found an earlier post with same issue.
downloaded 64 bit 4gb executable conversion app here
https://ntcore.com/?page_id=371
That got things working smoothly.
FYI there is also a version of RFB 2.0 that already has the patch installed (https://www.subsim.com/radioroom/downloads.php?do=file&id=4798), making it a very simple one-step install. Apparently, it also resolves some of the issues that are present (for me, anyway) in the separate "RFB-then-Patch" installation, like restoring the engraved brand graphics when using binocs, restoring the very handy conversion ruler in the nav map, eliminating some of the graphical glitches in the torpedo/sub equipment management interfaces, etc.
KaleunMarco
07-17-19, 11:19 AM
Disregard... I found an earlier post with same issue.
downloaded 64 bit 4gb executable conversion app here
https://ntcore.com/?page_id=371
That got things working smoothly.
welcome to subsim.:subsim:
glad you got things working.
you may want to check out the Large Address Aware (LAA) utility that many of the Subsim skippers use with great success. i am not familiar with the NTCore utility. here is the download link for LAA.
https://www.subsim.com/radioroom/downloads.php?do=file&id=3634
for comparison purposes, there is my config for RFB:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_RFB\MODS]
1_RFB_2.0
2_RFB_2.0_Patch_23April2010
4_RFB_2.0_Patch_06June2019
3_SMMO for RFB 2.0
5_Stop The Shouting
6_OTC RFB 2.0
7_Increased binoculars for RFB OTC
8_RFB_LocNames - (adds more island labels to Nav map)
if you are running with a release of RFB that includes the April patch, then just pick up from there.
good luck...and good hunting.:salute:
shortpeople
07-17-19, 02:49 PM
welcome to subsim.:subsim:
glad you got things working.
you may want to check out the Large Address Aware (LAA) utility that many of the Subsim skippers use with great success. i am not familiar with the NTCore utility. here is the download link for LAA.
https://www.subsim.com/radioroom/downloads.php?do=file&id=3634
for comparison purposes, there is my config for RFB:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_RFB\MODS]
1_RFB_2.0
2_RFB_2.0_Patch_23April2010
4_RFB_2.0_Patch_06June2019
3_SMMO for RFB 2.0
5_Stop The Shouting
6_OTC RFB 2.0
7_Increased binoculars for RFB OTC
8_RFB_LocNames - (adds more island labels to Nav map)
if you are running with a release of RFB that includes the April patch, then just pick up from there.
good luck...and good hunting.:salute:
Thanks!
The config order reference is very helpful... I didn't even know there was a patch done just last month. I'll take a look at that.
shortpeople
07-17-19, 04:55 PM
Thanks!
The config order reference is very helpful... I didn't even know there was a patch done just last month. I'll take a look at that.
Uh.... I'm having trouble finding that June 2019 RFB 2.0 patch. Can someone lead the way?
Aktungbby
07-17-19, 04:58 PM
shortpeople,:Kaleun_Salute:
s7rikeback
07-18-19, 01:59 PM
Uh.... I'm having trouble finding that June 2019 RFB 2.0 patch. Can someone lead the way?
Embarrassing to say, I created that update for the good Kaleun, and for the life of me, I cannot find my own original copy to share it. :oops:
Now this losing mods thing, is getting me down. This is the third time in as many days, I've "lost" a piece of work, one piece had nearly 12 months of work involved :wah::wah::wah:
I think I'm joining propbeanie's oldmanis club :doh::arrgh!:
Templar
07-18-19, 02:51 PM
I think it's this here.
https://www.subsim.com/radioroom/downloads.php?do=file&id=5491
propbeanie
07-18-19, 04:01 PM
Embarrassing to say, I created that update for the good Kaleun, and for the life of me, I cannot find my own original copy to share it. :oops:
Now this losing mods thing, is getting me down. This is the third time in as many days, I've "lost" a piece of work, one piece had nearly 12 months of work involved :wah::wah::wah:
I think I'm joining propbeanie's oldmanis club :doh::arrgh!:
It certainly looks like you are succumbing to it... hopefully, it's not contagious, because it's actually supposed to be "oldmanitis"... :arrgh!: - Hard drives and minds are terrible things to lose... :salute:
s7rikeback
07-19-19, 04:07 PM
It certainly looks like you are succumbing to it... hopefully, it's not contagious, because it's actually supposed to be "oldmanitis"... :arrgh!: - Hard drives and minds are terrible things to lose... :salute:
You see.... it's already started!!!:o
s7rikeback
07-19-19, 04:10 PM
I think it's this here.
https://www.subsim.com/radioroom/downloads.php?do=file&id=5491
Afraid not, that's the Conte Verde unittype fix only.
Good spot though...
Hopefully Marco, can save whats left of my sanity..:har:
fitzcarraldo
07-19-19, 08:03 PM
Here my copy in MF:
https://www.mediafire.com/file/abjgljkac8ekbdh/RFB_2.0_Patch_23April2010.rar/file
Regards.
Fitzcarraldo :Kaleun_Salute:
shortpeople
07-20-19, 04:57 PM
well I played a campaign with rfb 2.0.
one patrol starting out of Pearl at beginning of war.
I very much appreciate the time, effort and brilliant thought that went into this mod. I really like tweaks to the crew management. I like the gauges, TDC interface and door open/close feature. I think the difficulty with map markings reduced, torpedo headings on attack map removed etc struck a pretty good balance. My torpedo hit rate was pretty low... somewhere just above 50%, but I chalk that up to my own capabilities rather than the mod being too difficult.
Criticisms:
1) I don't think I like the damage model. I do really like the idea of a damage model that emphasizes ship structure and torpedo placement over hit points. But I think RFB has done a little overkill in trying to make sinkings realistic at the expense of fun gameplay. I hit several SMALL freighters with 2 torpedoes each and followed up with many, many deck gun rounds. In the end, returned to port with only one sinking.... and that sinking took about a full day after two torpedo hits and about … oh I lost count of... deck gun rounds. Significant number of holes below the waterline from gun fire and two gaping holes from torpedoes and the thing just wouldn't sink. Again, this was a small freighter. Maybe realistic? But in the end I was bored. I think I saw some similar criticisms of RFB elsewhere on this thread and others. I don't know if anyone is still managing this mod or not. But if they are... I might recommend adding the lucky shot back to the model and upping the gain on compartment flooding a little.
2) The Escorts were inept. Maybe this was intentional of the MODer(s) for the beginning of the war? I hit a large convoy at night several times, both on the surface and below. I could put myself between escorts and freighters with ease, with a combination of flank speed at periscope depth and surface runs as close as 750 yards from the escorts. I even opened up with deckgun on the freighters within this range of escorts. Never a search light. Never return fire. Never a depth charge. They did seem to change course every now and then to look for me... but no attack. I heard one or two pings over the course of a 12 hour attack. It was nice relief from being detected in the stock game by escorts while my boat was sitting silent, periscope down and using sonar to track and wait for a 90 AOB shot (ridiculousness of the stock game). But RFB was very much in the opposite extreme.
I really do appreciate the effort that MODers put into their work. And I definitely respect the ideas put into this mod. But after a single patrol I found myself asking if I had more fun with the stock game or this mod. I lean toward the stock game.
Thanks to the MODers for giving players the opportunity to check out their work though. I have to respect the time folks put into these things.
I think I'm going to give the TMO with training wheels a shot next.
Salute!
ShortPeople.
Treetop64
07-22-19, 04:03 PM
well I played a campaign with rfb 2.0.
one patrol starting out of Pearl at beginning of war.
I very much appreciate the time, effort and brilliant thought that went into this mod. I really like tweaks to the crew management. I like the gauges, TDC interface and door open/close feature. I think the difficulty with map markings reduced, torpedo headings on attack map removed etc struck a pretty good balance. My torpedo hit rate was pretty low... somewhere just above 50%, but I chalk that up to my own capabilities rather than the mod being too difficult.
Criticisms:
1) I don't think I like the damage model. I do really like the idea of a damage model that emphasizes ship structure and torpedo placement over hit points. But I think RFB has done a little overkill in trying to make sinkings realistic at the expense of fun gameplay. I hit several SMALL freighters with 2 torpedoes each and followed up with many, many deck gun rounds. In the end, returned to port with only one sinking.... and that sinking took about a full day after two torpedo hits and about … oh I lost count of... deck gun rounds. Significant number of holes below the waterline from gun fire and two gaping holes from torpedoes and the thing just wouldn't sink. Again, this was a small freighter. Maybe realistic? But in the end I was bored. I think I saw some similar criticisms of RFB elsewhere on this thread and others. I don't know if anyone is still managing this mod or not. But if they are... I might recommend adding the lucky shot back to the model and upping the gain on compartment flooding a little.
2) The Escorts were inept. Maybe this was intentional of the MODer(s) for the beginning of the war? I hit a large convoy at night several times, both on the surface and below. I could put myself between escorts and freighters with ease, with a combination of flank speed at periscope depth and surface runs as close as 750 yards from the escorts. I even opened up with deckgun on the freighters within this range of escorts. Never a search light. Never return fire. Never a depth charge. They did seem to change course every now and then to look for me... but no attack. I heard one or two pings over the course of a 12 hour attack. It was nice relief from being detected in the stock game by escorts while my boat was sitting silent, periscope down and using sonar to track and wait for a 90 AOB shot (ridiculousness of the stock game). But RFB was very much in the opposite extreme.
I really do appreciate the effort that MODers put into their work. And I definitely respect the ideas put into this mod. But after a single patrol I found myself asking if I had more fun with the stock game or this mod. I lean toward the stock game.
Thanks to the MODers for giving players the opportunity to check out their work though. I have to respect the time folks put into these things.
I think I'm going to give the TMO with training wheels a shot next.
Salute!
ShortPeople.
:salute:
There are settings and many in-game variables that effect how hard or difficult a campaign can be.
What is the initial difficulty setting you select when starting a campaign (Easy, Hard, Very Hard)?
Are you running RFB with another campaign mod (RFB with RSRD, for example), or just RFB by itself?
Is it a patched version of RFB?
What is your definition of "small" freighters? <2k tons, 2k tons, 3k tons, 5k tons, etc?
The 3 inch deck gun is virtually ineffective against anything except the smallest of the "small" ships you'll encounter. Junks, old split freighters less than 2k tons. Anything bigger and you'll have to empty the entire 3" magazine and land every shot just to show an effect. Frustrating, yes, but this is not entirely unrealistic.
The 3" gun is not that much different than the 90mm guns on some tanks of the period. Fine against tiny vessels with almost no compartmentalization (or none at all). Different story against moderately sized vessels with DC parties, compartmentalization, and reserve buoyancy, especially tankers.
I almost never use the 3" gun against anything except maybe coastal fishing boats stumbled upon, and even then I just avoid them as they often aren't worth the time. I've played campaigns where I never once fired the 3" as a reasonable opportunity never materialized. Using it to finish off an already crippled, sinking ship from torp hits isn't going to make things more expedient. That's just how it is.
The 4" gun works noticeably better, and the 5" wet mount even more so, but they are still very much a secondary weapon only. You shouldn't rely on them for sinking moderately sized vessels.
As for torpedo hits, my experience has shown that two torpedo hits are enough to sink any freighter or tanker (maybe three for the large 10k ton, 20 knot tankers), with sinking occurring between less than ten minutes up to around 15 to 20 minutes or more, depending on the location of hull hits. I've never once seen a sinking take a "full day". The longest sinking I remember was roughly one and a half or two hours, this after two hits on a fore-mentioned 10k ton tanker with one hit striking near the tip of the bow. I could only turn and chase it as it turned away and track it until it started to slow down, before coming to a stop from progressive flooding and eventually sinking.
Hits in the extremes of the hull (on the tip of the bow, or where the rudder and prop are located) are not likely to sink the ship. The former will slow it down, and there are usually flooding compartments in the bow of most ships anyway to help with stability and sea keeping, while the latter will likely immobilize the ship. Repeated hits in the same location will yield negligible additional results, if any at all.
A good spread striking along the length of the hull will always yield good results. Of course, you'll need a solid solution to do this, and torpedoes that do the job once they get to the target... Using full manual firing I usually turn the gyro angle left or right 1 degree in the direction the target ship is moving for each torpedo fired, with the first torp striking the rear of the hull and the last striking near the bow. Very satisfying when you get it right and the torps work.
I play on Very Hard settings, external view turned off, etc., starting a campaign in one of the Porpoise Class boats out of Manila, and I can't underestimate the escorts, particularly destroyers. I usually play very conservatively when tracking escorted convoys but still, especially at night, I'm often spotted and chased by escorts before I expect it. Especially in calm conditions. However, when it's rough out at night you will be very difficult to spot as your bow splash and rooster tail is almost indiscernible at a distance from whitecaps cresting on wave tops. Even in daylight you're more difficult to spot in such conditions, but only a bit more so than in calm conditions.
If you position correctly you can almost always get yourself inside a convoy, as long as you're patient and an escort doesn't happen to drive so close to you. You'll always see them before they see you, and can act accordingly.
Sorry for the long-winded answer but there is no short way of addressing this, and I haven't even covered l lot of things! :up:
Razshiev
07-22-19, 06:02 PM
Is there a way to keep it at a 100% realism (like disabling the map updates)? Also, is there a way to have the SEAWOLF when starting off the American campaign / Asiatic fleet?
Treetop64
07-22-19, 09:26 PM
Is there a way to keep it at a 100% realism (like disabling the map updates)? Also, is there a way to have the SEAWOLF when starting off the American campaign / Asiatic fleet?
Just turn off map updates (or select No Map Updates, can't remember which) in the Game Settings menu.
Can't speak for specific ship selection. There are mods for it, haven't used them.
propbeanie
07-22-19, 09:47 PM
Kim Ronhof's Tools is the mod, and I thought aanker had it uploaded here, along with the Report Generator... Is it part of that archive?... I'll keep looking on my computer. I do have it somewhere, if it isn't on SubSim... :salute:
shortpeople
07-23-19, 06:11 AM
:salute:
There are settings and many in-game variables that effect how hard or difficult a campaign can be.
What is the initial difficulty setting you select when starting a campaign (Easy, Hard, Very Hard)?
Are you running RFB with another campaign mod (RFB with RSRD, for example), or just RFB by itself?
Is it a patched version of RFB?
Ahoy Treetop!
difficulty was Hard
RFB2.0+patch, Jap convoy fix, RSRDC, Medals fix for RFB.
On sizes of ships, the one that went down was definitely Haruna Maru 1549 Tons. Two hits, one just in front of the superstructure, one right under the smokestack in the aft. She was a real B*@$# about going down. A LOT of deck gun rounds finally did her in. I've got real pretty pictures attached.
For the others, it was an overcast night and I didn't record what I was identifying them as. So there could be some error in both my identification at the time and my memory now. From what I recall they were all small frieghters of some sort. 1-2k tons. But again, I could have this wrong. One picture attached.
On the deck gun... you've got fair point here. I'm not really sure the caliber... it was SS-175 Tarpon (Porpoise?). It looked huge... but I'm a new player so I don't really have any reference. So could have been a 3 inch.
maybe I'll give RFB a second try after my trial patrol with TMOwtw.
:Kaleun_Salute:
ShortPeople
KaleunMarco
07-23-19, 07:34 AM
Afraid not, that's the Conte Verde unittype fix only.
Good spot though...
Hopefully Marco, can save whats left of my sanity..:har:
my apologies to all for my absence. had some RL stuff that distracted me from Subsim. (yes, that's sarcasm). :doh:
Glad to see that someone from the community was able to help Shortpeople with the proper fix.
i'll try and pay more attention.:oops::yeah:
Treetop64
07-24-19, 07:26 AM
Ahoy Treetop!
difficulty was Hard
RFB2.0+patch, Jap convoy fix, RSRDC, Medals fix for RFB.
On sizes of ships, the one that went down was definitely Haruna Maru 1549 Tons. Two hits, one just in front of the superstructure, one right under the smokestack in the aft. She was a real B*@$# about going down. A LOT of deck gun rounds finally did her in. I've got real pretty pictures attached.
For the others, it was an overcast night and I didn't record what I was identifying them as. So there could be some error in both my identification at the time and my memory now. From what I recall they were all small frieghters of some sort. 1-2k tons. But again, I could have this wrong. One picture attached.
On the deck gun... you've got fair point here. I'm not really sure the caliber... it was SS-175 Tarpon (Porpoise?). It looked huge... but I'm a new player so I don't really have any reference. So could have been a 3 inch.
maybe I'll give RFB a second try after my trial patrol with TMOwtw.
:Kaleun_Salute:
ShortPeople
3-inch gun on the Porpoises when you first get them. You'll likely move up to a Gato before the 4-inch gun becomes available on Porpoises.
The Japanese convoy patch is fine but the same convoy data is overwritten and updated by RSRD anyway. I would install the convoy patch after RFB but before RSRD. I may be mistaken but I think that patch is only required if you run RFB by itself or without another mod that enhances convoy data like RSRD.
I like how ships start zig zagging when they are hit. Other mods don't seem to do that. It seemed like they try to ram you if you are close, but it could just be my imagination.
KaleunMarco
09-19-19, 08:11 PM
i was giving my newly rebuilt Win10 Dell a spin by running SH4. the only version i had that was stable is RFB,
Selected the first Single Mission....Shakedown cruise in the Gulf of Mexico.
Just cruised around on the surface for a few hours then submerged. i got distracted and came back to find that my batteries had discharged to 58% so i surfaced and made sure that the charging light was on.
i cruised on the surface for an entire day and the battery capacity never moved from 58%.
any ideas as to why that happened?
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_RFB\MODS]
1_RFB_2.0
2_RFB_2.0_Patch_23April2010
4_RFB_2.0_Patch_06June2019
3_SMMO for RFB 2.0
5_Stop The Shouting
6_OTC RFB 2.0
7_Increased binoculars for RFB OTC
8_RFB_LocNames
propbeanie
09-20-19, 09:11 AM
My guess would be the install versus Save location, since you've done a Windows OS upgrade. While there are no overtly "cosmetic" differences in the basic functioning of the OS, there are some internal differences, and I would first experiment with a "clean" Save folder, but you wouldn't have to necessarily empty it, just temporarily move it elsewhere to where the game can't find it. Then do that same Single Mission. If it still does the same, you will most likely have to re-install the game and start a-fresh... You might also find other apps from your Win7 install that will treat you the same, acting like they are functioning as intended, but not really doing so... Hopefully it won't be any of your important apps that do that... But anything "legacy" (as far as Win10 is concerned) is suspect. :salute:
KaleunMarco
09-20-19, 05:12 PM
My guess would be the install versus Save location, since you've done a Windows OS upgrade. While there are no overtly "cosmetic" differences in the basic functioning of the OS, there are some internal differences, and I would first experiment with a "clean" Save folder, but you wouldn't have to necessarily empty it, just temporarily move it elsewhere to where the game can't find it. Then do that same Single Mission. If it still does the same, you will most likely have to re-install the game and start a-fresh... You might also find other apps from your Win7 install that will treat you the same, acting like they are functioning as intended, but not really doing so... Hopefully it won't be any of your important apps that do that... But anything "legacy" (as far as Win10 is concerned) is suspect. :salute:
first, thanks for the opinion/suggestion.
second, i don't see how the OS layer can affect the Application layer other than allowing it to use resources and function (run) or not function.
as far as SH is concerned, it shouldn't care if i am running Win7, Win10, or Linux. it is either going to get the resources it requests or it will CTD.
i am going to try what you suggest but it shouldn't matter.
but then this is SH4..................................:har:
:Kaleun_Salute:
propbeanie
09-20-19, 06:23 PM
I'm not sure what Windows 10 thinks of something "Windows XP" inside of it, but I do know what Microsoft thinks of it, and they dropped support for it a while back... Microsoft considers (and has considered) Silent Hunter as a "legacy" app, and does not have "hooks" for the DirectX v9c (also considererd "legacy") for renderings in the old games. It might be that you could install the DirectX v9c from the game, along with its media codecs, and have it work properly... It's tough to say what will work and what won't. The OS layer is "boss" of the machine (well, after the BIOS / UEFI hand-off), and Win10 is not WinXP, and in more ways than just 32 versus 64 bit. :salute:
KaleunMarco
09-20-19, 07:57 PM
My guess would be the install versus Save location, since you've done a Windows OS upgrade. While there are no overtly "cosmetic" differences in the basic functioning of the OS, there are some internal differences, and I would first experiment with a "clean" Save folder, but you wouldn't have to necessarily empty it, just temporarily move it elsewhere to where the game can't find it. Then do that same Single Mission. If it still does the same, you will most likely have to re-install the game and start a-fresh... You might also find other apps from your Win7 install that will treat you the same, acting like they are functioning as intended, but not really doing so... Hopefully it won't be any of your important apps that do that... But anything "legacy" (as far as Win10 is concerned) is suspect. :salute:
cleaned the Save folder. reran the Shakedown Cruise. same thing happened.
ran a Single Mission with a German Uboat in the Pacific. the drainage was not permanent. typical Ubi.
not sure what i want to do at this point. tired of CTD's, i know that.
propbeanie
09-21-19, 07:56 AM
On some machines, you do have to twiddle with the graphics settings (matching resolution etc) and/or admin rights and/or emulation (I use "Vista" on my Win10), as per some of THEBERBSTER's posts (https://www.subsim.com/radioroom/showthread.php?p=2297818#post2297818), but I don't know if it'd be worth your time to experiment with that and maybe a DirectX 9c re-install. :hmmm:
Michael Wood
10-18-19, 08:24 PM
In stock, TMO, FOTRS and FOTRS Ulimate, hydrophones work just fine on the surface.
In RFB hydrophones do not work on the surface.
Can any one who still plays RFB, if such are still extant, tell me why?
KaleunMarco
10-19-19, 07:41 AM
In stock, TMO, FOTRS and FOTRS Ulimate, hydrophones work just fine on the surface.
In RFB hydrophones do not work on the surface.
Can any one who still plays RFB, is such are still extant, tell me why?
are you sure that this is not related to the particular boat you are driving and the placement of the sonar head? i remember reading other Kaleuns having a similar issue and it was with the boats that had sonar heads located on the deck rather than the hull...and of course, there would be no acoustical sound in those situations. just asking....:Kaleun_Salute:
james_nix
10-19-19, 08:59 AM
In stock, TMO, FOTRS and FOTRS Ulimate, hydrophones work just fine on the surface.
In RFB hydrophones do not work on the surface.
Can any one who still plays RFB, is such are still extant, tell me why?
It is a design choice by the mod creators. There is a debate whether hydrophones worked on the surface.
merc4ulfate
10-19-19, 11:05 AM
cleaned the Save folder. reran the Shakedown Cruise. same thing happened.
ran a Single Mission with a German Uboat in the Pacific. the drainage was not permanent. typical Ubi.
not sure what i want to do at this point. tired of CTD's, i know that.
Might take time but if you started this install completely clean according to Capt Scurvy' directions I have seen floating around then I would drop the last mod and re run to see what happens. Then the next, and next, until you do not have this occur again and you will have your offending mod if it is indeed a mod causing it. If you dropped all of them and it still does it I would say it is the install and give it a do over.
Treetop64
11-06-19, 02:43 PM
In stock, TMO, FOTRS and FOTRS Ulimate, hydrophones work just fine on the surface.
In RFB hydrophones do not work on the surface.
Can any one who still plays RFB, if such are still extant, tell me why?
With the boat submerged while running silent, the QB and QC heads (one is acitve, the other is passive listening, don't remember which is which) already had very limited tactical ranges. With the boat running on the surface at patrol speeds the listening head would be rendered useless by ship's own noise emitting from the hull (main engines, generators, pumps running in the pump room, etc.), as well as noise of the hull driving through the water (bow wave splashing, the noise of the hydrophone itself moving through the water, etc.).
The only way to listen effectively with the WCA set while surfaced would be to have the boat sitting dead in the water with all machinery turned off, in a calm sea. With the boat surfaced at patrol speeds and in a typical sea state the lookouts would spot a target long before the sonarman listening with the WCA would hear it.
Then you have the old S-boats whose hydrophone was installed on the deck, so you would have to submerge to use it anyway. Same is true with the JP installation on fleet boats, though the JP had much better passive sensitivity than the passive head of the WCA set.
As far as the game itself is concerned and considering it's own technical limitations, and regardless of conditions, operations, or the equipment installed on a boat, if one type of boat can listen while running on the surface, then all boats can. So given the real-world impracticability of using such equipment of the period on the surface in operational conditions, it was likely a deliberate decision made by the RFB modding team to make it so that no boat can listen while surfaced.
Randomizer
11-10-19, 05:20 PM
So what file(s) need to be changed so that there is no hydrophone detection when surfaced. This is a feature of FOTRS-U that I would really prefer not to have.
I looked at the ...\USSubParts\Sensors_sub_US.sim and this looks like a good possibility for editing but am unsure of what values need to be changed to eliminate sonar detection's when surfaced.
Thanks in advance for any help.
-C
Michael Wood
12-28-19, 03:36 PM
So what file(s) need to be changed so that there is no hydrophone detection when surfaced. This is a feature of FOTRS-U that I would really prefer not to have.
I looked at the ...\USSubParts\Sensors_sub_US.sim and this looks like a good possibility for editing but am unsure of what values need to be changed to eliminate sonar detection's when surfaced.
Thanks in advance for any help.
-C
Been trying to reason with the folks over on the FOTRS Ultimate forum. They do not seem open to such.
Randomizer
12-28-19, 08:14 PM
I have no idea why having omniscient surface hydrophones seem so popular in the RFB/FORTUS and TMO communities but it is what it is.
Using SH3-Editor have examined some of the sensor files and may have a rough solution.
Comparing the Operation Monsun Sensors.dat file found in
folder (...OM\Data\Library\Sensors.dat) with that in FOTRS-U (FOTRS\Data\Library\USSubParts\Sensors_Sub_US.sim) shows different values for maximum sensor height.
For OM, which does not have the hydrophone operate on the surface, the sensor height is -7 or -6.
For FOTRS-U the figure of merit is -2 and in some Hydrophone entries the value is zero.
Have tinkered enough to make some semi-educated guesses:
The value appears to represents depth in metres above which the sensor is inactive but a low value probably is negated by the model's draft when surfaced. The evidence for this is that the larger negative values are present in the U-Boat sensors and the U-Boat hydrophones do not work when the sub is on the surface as the value is >= the surface draft. The lower values on the Fleet Boats indicate that the sensors will still be active when the boat is operating on the surface.
Checking the sensors.dat file in the Soviet Waterways mod shows that the values there are -8 and hydrophones are inactive on the surface using that Mod.
I do intend to test this as soon as time allows but am concerned about the possibilities for unintended consequences that changing the sensor MaxHeight values may have in the simulation as a whole.
Any, that's what I have right now.
-C
propbeanie
12-28-19, 11:10 PM
Adjusting the AI - cliff notes version (https://www.subsim.com/radioroom/showthread.php?p=491252#post491252)
Randomizer
12-29-19, 05:51 PM
Did the edits in the Sensors_Sub_US.sim changing all of the existing MaxHeight values for hydrophones and sonars to -8.0 and set up the new files in JSGME format. Activating them appears to have eliminated the surface hydrophone effects in both FOTRS-U and TMO/RSRD.
HOWEVER!
Although this small fix seems to work it has not been extensively tested. I tried it both with a new career and existing careers and the latter opened and saved without issue after activating the fix. The values in the relevant file in RFB 2.0 are -6.0 for all hydrophones/sonar which would seem to be why they do not detect when the boat is surfaced in that Mod.
I cannot upload here and am not prepared to sign up with a file-sharing site just to do so but anybody who can open SH3-Editor can make the appropriate edits as described above. Normal caveats for modding any program apply.
Good Hunting.
-C
Michael Wood
12-29-19, 06:41 PM
Did the edits in the Sensors_Sub_US.sim changing all of the existing MaxHeight values for hydrophones and sonars to -8.0 and set up the new files in JSGME format. Activating them appears to have eliminated the surface hydrophone effects in both FOTRS-U and TMO/RSRD.
HOWEVER!
Although this small fix seems to work it has not been extensively tested. I tried it both with a new career and existing careers and the latter opened and saved without issue after activating the fix. The values in the relevant file in RFB 2.0 are -6.0 for all hydrophones/sonar which would seem to be why they do not detect when the boat is surfaced in that Mod.
I cannot upload here and am not prepared to sign up with a file-sharing site just to do so but anybody who can open SH3-Editor can make the appropriate edits as described above. Normal caveats for modding any program apply.
Good Hunting.
-C
Great! If the powers who be allow testing of this simple fix, they could offer it as as an option. propbeanie? How about it?
Michael Wood
12-29-19, 10:40 PM
Did the edits in the Sensors_Sub_US.sim changing all of the existing MaxHeight values for hydrophones and sonars to -8.0 and set up the new files in JSGME format. Activating them appears to have eliminated the surface hydrophone effects in both FOTRS-U and TMO/RSRD.
HOWEVER!
Although this small fix seems to work it has not been extensively tested. I tried it both with a new career and existing careers and the latter opened and saved without issue after activating the fix. The values in the relevant file in RFB 2.0 are -6.0 for all hydrophones/sonar which would seem to be why they do not detect when the boat is surfaced in that Mod.
I cannot upload here and am not prepared to sign up with a file-sharing site just to do so but anybody who can open SH3-Editor can make the appropriate edits as described above. Normal caveats for modding any program apply.
Good Hunting.
-C
On a hunch, I replaced the FOTRS "Sensors_Sub_US.sim" file with the one from RFB and it worked just fine. Everything functioned, hydrophone sound underwater was same and no hydrophone sounds on surface in a Porpoise class boat.
Randomizer
12-30-19, 02:11 AM
Swapping out the RFB file is certainly a solution but doing so sacrifices any sensor edits or unique settings developed by the FOTRS-U team if any are actually included. Particularly as using SH3-Editor to implement the necessary edits is both simple and completely painless.
That said, glad it worked for you and it is great to get confirmation that the fix actually seems to work.
-C
propbeanie
12-30-19, 07:24 AM
Great! If the powers who be allow testing of this simple fix, they could offer it as as an option. propbeanie? How about it?
We are still busy trying to figure-out this airplane issue. It is pernicious, and difficult to root-out. s7rikeback has been busy with that, and has encountered other difficulties as well. Then there is the holidays and family time, and I've just returned home, with quite a bit of backed-up "honey-do" work to get through. In the meantime, you guys are more than welcome to do what you will with your computers and the mod, of course, and if anyone can demonstrate "scientific" test results (no hockey stick "loading" of the data allowed). I do remember us testing something similar to this previously, but it seemed to cause an issue elsewhere, having that negative number. A similar technique with the Visual seems OK. I do not recall the detail(s) with the sonar, and would have to try to find my notes. It might have something to do with ships "disappearing" completely from sonar, no matter their speed... :hmmm: - but as I say, I do not remember for certain. Just watch-out for possible unannounced depth charge attacks, or other similar anomalies, and let us know, if you would. An edit such as this will not be in the current version we are working on, without team testing. Thanks for looking into it though fellers! :salute:
von Zelda
12-30-19, 08:09 AM
On a hunch, I replaced the FOTRS "Sensors_Sub_US.sim" file with the one from RFB and it worked just fine. Everything functioned, hydrophone sound underwater was same and no hydrophone sounds on surface in a Porpoise class boat.
I believe that the Real Fleet Boat v2 patch dated in April 23, 2010 has the latest RFB Sensor_Sub_US.sim file. No sounds or lines on the surface and sounds & lines at radar depth and below.
Tested one sub (Porpoise) on several missions so far and it seems to work well as Mr. Wood previously noted. Thanks for your help, that led me in the right direction = data/library/USSubParts/Sensors_Sub_US.sim Just substitute the FotRS file with the Real Fleet Boat v2 patch's Sensors_Sub_US.sim file and you're good to go.
Michael Wood
01-04-20, 09:17 AM
Did the edits in the Sensors_Sub_US.sim changing all of the existing MaxHeight values for hydrophones and sonars to -8.0 and set up the new files in JSGME format. Activating them appears to have eliminated the surface hydrophone effects in both FOTRS-U and TMO/RSRD.
HOWEVER!
Although this small fix seems to work it has not been extensively tested. I tried it both with a new career and existing careers and the latter opened and saved without issue after activating the fix. The values in the relevant file in RFB 2.0 are -6.0 for all hydrophones/sonar which would seem to be why they do not detect when the boat is surfaced in that Mod.
I cannot upload here and am not prepared to sign up with a file-sharing site just to do so but anybody who can open SH3-Editor can make the appropriate edits as described above. Normal caveats for modding any program apply.
Good Hunting.
-C
Did some more testing, using the "Sensors_Sub_US.sim" from RFB. Hydrophones do not work on the surface, due to "MaxHeight values for hydrophones and sonars to -8.0" Hurrah!
However, the radar values are also affected in the RFB file. The early SD radar is short ranged, kinda wonky and undependable. I am sure other devices are also affected. So, I would recommend just making the "MaxHeight" change you recommended and not using the RFB file. Otherwise, you are sorta' playing RFB.
propbeanie
01-04-20, 10:47 AM
If we get this airplane issue fixed shortly and get the next version out, we'll get into doing an add-in for you guys to test the sonar. :salute:
Michael Wood
01-04-20, 01:35 PM
If we get this airplane issue fixed shortly and get the next version out, we'll get into doing an add-in for you guys to test the sonar. :salute:
I haven't seen a Japanese airplane in FOTRS, as I always sail submerged within 500 miles of a major airfield, in daylight, as per instructions.
When new build ready, I will try sailing around on the surface in daylight, near Tokyo and see what happens.
propbeanie
01-04-20, 02:59 PM
:arrgh!: That's what gets me about the game, in that it cannot give you an after-action report or endorsement from "the boss". If such was the case, your orders would still stand on paper, but you would be encouraged, maybe even dressed-down if you did not run mostly on the surface after your first patrols... :O: - Mayhaps a message or two for the next round of patrols is in order... how to do it though?... At this time though Michael Ward, the airplanes are not very "efficient" in their "visual" acumen, and we are thinking this is where the problem lies with some of them in FotRSU. More in that thread now. :salute:
Good afternoon Skippers,
I just wanted to give a big thanks and shout out to the devs who made this mod. I am currently playing with SH4 1.5 and RFB 2.0 and it is awesome! I have a few questions:
I took a look at the April 2010 patch and it looks like it offers some important fixes. However, I do not understand the reasoning behind some of the changes.
1) For instance, in RFB 2.0, The binos have a crosshair with lines for calculating distance. This is more historically accurate than the stadimeter split-image we get in the TBT. The stadimeter was used in periscopes only, as I understand.
In the April 2010 patch, this was reverted back to some stock format with lines that don't seem to mean anything.
What would be the best way to go about messing with this again so I can use realistic distance measurements in the binos and TBT?
2) The Earth's diameter was increased to increase viewing distance (reduce earth's curvature). How is this like to play with? This seems like a pretty extreme way to address the problem of the watch crew calling out visual contacts before the player. Is this also why sub ranges were increased?
Hope everyone has a great day!
Treetop64
04-29-20, 10:41 AM
Good afternoon Skippers,
2) The Earth's diameter was increased to increase viewing distance (reduce earth's curvature). How is this like to play with? This seems like a pretty extreme way to address the problem of the watch crew calling out visual contacts before the player. Is this also why sub ranges were increased?
Hope everyone has a great day!
Makes no discernible difference as far as how the game plays, and other than the visual improvement of being able to see land masses at much further (and realistic) distances, it makes no negative difference to how the game looks. It's a big improvement over stock view distances, that's for sure.
Ships viewed on the horizon still appear to "rise" out of the sea the closer they get, as it should be.
Unless you plan on launching your sub into earth orbit, there is no concern with this adjustment.
Do enough modding and you learn that, depending on how the original developers made their product, certain creative measures have to be taken to get the final effect you're looking for. I've modded other games - not SHIV, however - and this is true for all of them.
propbeanie
04-29-20, 12:07 PM
That last especially is good Treetop64. Historically speaking of the modding of SH4, and probably 3 at the time, it was discovered that the crewmembers of your submarine (and probably other vessels), can see "through" the horizon and call out "Ship spotted, bearing..." So "flattening" the curve of the earth allows the player to "see" what the AI "sees". CapnScurvy speaks to this in his Optical Targeting Correction (OTC) (https://www.subsim.com/radioroom/showthread.php?p=1615889#post1615889) mod's documentation. :salute:
I'm all for workarounds that work. Again, I'm really happy with what the RFB team has done here, if I wasn't clear. :up:
It's really no small feat considering parts of the code are locked in the .exe and the rest is pretty much obfuscated. On top of that, the pace of the game is glacial, so testing is all the more difficult.
Ships viewed on the horizon still appear to "rise" out of the sea the closer they get, as it should be.
Unless you plan on launching your sub into earth orbit, there is no concern with this adjustment.
I get you are being tongue-in-cheek, but while your the first sentence shows you comprehend my concern, your second sentence suggests it is irrelevant. If the earth is flatter, the effects of curvature will be much less pronounced.
I appreciate the help though :up:
So "flattening" the curve of the earth allows the player to "see" what the AI "sees"
This is good. Did you notice any adverse effects? For instance, players may have to re-learn what distance they are seeing objects at than what is intuitive from observing reality for many many years. Maybe it makes the stadimeter much more useful than it should be, because you can see the whole height of the target from waterline that much sooner.
What do you folks think?
propbeanie
05-03-20, 08:50 AM
No adverse affect that I have noticed. All the change does is alter the perspective for the player, such that you "see" sooner what the crew announces as having "seen" already, and you can assume that an initial announcement is from a lookout in the shears, able to see further over the simulated horizon than you can. In actuality, the AI "sees" through things, like the ocean water at the horizon. The stadimeter, like other aspects of the game, is only as accurate as the computer display allows, as well as the player's accuracy in placing it for targeting... :salute:
Treetop64
05-03-20, 02:39 PM
I get you are being tongue-in-cheek, but while your the first sentence shows you comprehend my concern, your second sentence suggests it is irrelevant. If the earth is flatter, the effects of curvature will be much less pronounced.
I appreciate the help though :up:
I'm sorry you took it that way.
The issue isn't irrelevant, per se, but again it's indiscernible as far as enabling realistically functional spotting for the player is concerned. Nothing adverse or unnatural looking is apparent during play. The end result looks right and works as intended.
If you prefer to continue making yourself aware about the mechanical specifics of the actual modification performed then that is certainly your choice, but that would be missing the point.
Macgregor the Hammer
09-15-20, 09:17 PM
I've really enjoyed playing RFB. It's definitely a number of steps above SH4 out of the box and different than FotRSU. There's a number of concepts I am look for in the long haul, one is keeping the same boat and crew that grows with it. I like the ship physics, the option to use Max Optics and when I get it, the radar suite. I've played a couple radar training missions and the radar is much more authentic than any other megamod I've played.
The one thing I haven't experienced yet is depth charges. Without combing through the 'command.cfg' file, is there a designated key short cut for "rig for depth charge"?
Great work fellas !!!! :Kaleun_Salute: :Kaleun_Cheers:
MacG
KaleunMarco
12-30-20, 03:43 PM
Playing RFB 2.0.
Edited a Career Photo Mission (.mis) and added a capital ship as a guarantee that there would be a ship to photograph.
i made sure that the dates are appropriate for the time frame of my career.
When i start the mission and sail to the proper port, the ship i created is NOT present. So....where is it? :timeout::hmmm:
i have used this technique previously and it has worked without fail: clearly something is different....i am just blind to that fact.
i've zipped the dotMIS Folder from the \Data\Campaigns\Campaign folder so that if anyone wants to take a whack at, let me know, i will PM the mediafile link to you.
:Kaleun_Salute:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_RFB\MODS]
1_RFB_2.0
3_SMMO for RFB 2.0
5_Stop The Shouting
6_OTC RFB 2.0
7_Increased binoculars for RFB OTC
8_RFB_LocNames
propbeanie
12-30-20, 11:04 PM
Go ahead and send it this way. Remember though, that RFB uses the Stock game as its backdrop, unless you add RDRDC to it, and SMMO just dolls things up on the menu a bit... Remember the SCS Foto Op:
[Unit 1]
Name=Photo South China Sea 02_JP Huge European Liner#1
Class=PLConteVerde
Type=109
Origin=Japan
Side=2
Commander=0
CargoExt=1
CargoInt=0
CfgDate=19400101
DeleteOnLastWaypoint=false
DockedShip=true
GameEntryDate=19411207
GameEntryTime=0
GameExitDate=19451201
GameExitTime=0
EvolveFromEntryDate=false
Long=12040704.000000
Lat=643365.000000
Height=0.000000
Heading=207.164993
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
Things that bugger missions:
Do not do a group or unit name that is too long. Even Windows can get lost.
A ship name (Class) is case sensitive - be certain
Do not do what the devs did, and mis-label the Type=
The Origin country and the Side must match
Depending upon the vessel, the ConfigDate can loom large. Make sure it is appropriate
DeleteOnLastWaypoint can be a real bugger. If you only have one WayPoint, the vessel deletes just after spawning. Either set to "false" if a docked ship = true, or add another waypoint
Dates and times of spawning in and out are rather obvious (0=midnight)
EvolveFromDate influences when "travel" begins with a scripted ship. If set to true in this example, and you do the mission in 1944, the ship itself entered in 1941, and is long gone. If false, it won't spawn until your sub does.
If a docked ship, be sure Speed is zero.
RandomStartRadius determines how far away from the Lat & Long figures the ship can spawn away from, so have that at "zero".
An RGG complicates things, but if you take some of the settings, such as
DelayMin=1
DelayMinInterv=1
SpawnProbability=100
and
MaxInst=1
MaxUnitsCreated=1
You should end up with one and only one unit spawning when you want it to... maybe... it might be 24 hours late... I cannot remember now... lol - Don't forget to use the Report lines to your advantage for the testing phase... :salute:
KaleunMarco
12-31-20, 11:19 AM
Go ahead and send it this way. Remember though, that RFB uses the Stock game as its backdrop, unless you add RDRDC to it, and SMMO just dolls things up on the menu a bit... Remember the SCS Foto Op:
You should end up with one and only one unit spawning when you want it to... maybe... it might be 24 hours late... I cannot remember now... lol - Don't forget to use the Report lines to your advantage for the testing phase... :salute:
well, you pointed out my mistake: i used the ME to create the unit and i expected the ME to use the appropriate parameters. Dumb Ass!!!!:doh:
so, i used Notepad to make a few changes to the parms based on your display and at least one of them fixed the problem.
thank you!
:Kaleun_Salute:
propbeanie
12-31-20, 01:13 PM
You are more than welcome. Ain't it wonnerfull? The editor helps with some things, but trashes others. Remember, lurker_hlb3 always warned folks about using the editor to even so much as look at his files, and some settings do indeed go back to Stock ME settings if you "OK" anything with the ME, even without any edits. Editing with a text editor is generally called for after an ME edit, even for SingleMissions. Look in the FotRSU mod, Support / ExtraInfo / MissionEditing for the [ENG] Mission Editor V17.pdf file, which is Dietrich's Nordfront version of the ME manual. Written for SH3, it does apply to SH4 for over 90% of the manual, the main differences being in the functions of the Mission menu, and the addition of MapZones & Locations. :salute:
Just checking, is this mod compatible with the German U-boat campaign?
Because I'm getting weird bugs like you wouldn't believe it.
propbeanie
01-19-21, 06:24 PM
Well, RFB (Real Fleet Boat) is Fleet Boat centric, and as such, tunes things for the US submarines at the expense of the German side of the game. That said though, there shouldn't be that much of a difference... What folder do you have SH4 installed in, and did you empty the Save folder after activating your last mod? :salute:
D folder, with Steam and using JSGME to enable the mods. Initially had a bit of a hassle getting it working, but I resolved that (likely indeed by emptying the Save folder as you suggest) a month or so ago.
Mainly I'm having problems with:
The crush depth of the Type IX. It gets destroyed at 170m, rather a bit more shallow than the 230m test depth.
Torpedos seem to disregard targeting solutions at times, and at other times wildly misinterpret them.
The periscope (and to a lesser extent the bridge UZO) have a strange tendency to lose lock on ships. The periscope is even capable of losing lock on ships at <1000m in broad daylight.
propbeanie
01-20-21, 11:36 AM
Well, RFB v2 does alter the IXD2 settings, so what you are experiencing could well be from the RFB mod. :salute:
Treetop64
01-20-21, 01:37 PM
Just checking, is this mod compatible with the German U-boat campaign?
Because I'm getting weird bugs like you wouldn't believe it.
Can you describe the unbelievably weird bugs you're experiencing? EDIT: Nvm, you did.
I have RFB 2.0 and I also play the German Uboat campaign with no issues.
I can't speak for the other issues, but the losing lock when viewing through a periscope or UZI is, if memory serves, a global positioning issue. That is, if your boat is near the equator or the poles, the losing lock issue manifests itself. Or something like that lol. I vaguely remember reading something about it many years ago, but it is definitely related to where the boat is located globally. It is a weird bug. AFAIK there is nothing that can be done about it. It's an inherent issue with the game itself.
Sorry if that doesn't help.
WhiskeyTangoFoxtrot
08-18-22, 01:06 AM
I have localized this issue to this mod. It is only an issue for campaign and war patrol. Turning my graphics way down helped, but I shouldn't have to do that because I have a 2060, and it runs buttery smooth during single missions and training with highest graphics.
The actual issue is that whenever I use any external view(bridge, periscopes), my game crashes. Why is this happening? I have the Steam version and the Uboat missions DLC. I also only have the Uboat missions DLC and not the base game, because I think the "DLC" is the updated game itself. I don't know how to solve this..
Aktungbby
08-18-22, 12:51 PM
WhiskeyTangoFoxtrot!:Kaleun_Salute:...WTF indeed!:haha::arrgh!::O:
Mad Mardigan
08-18-22, 01:57 PM
:Kaleun_Cheers:
WhiskeyTangoFoxtrot! :Kaleun_Salute:
WhiskeyTangoFoxtrot
08-18-22, 03:00 PM
I can even go into a save, change graphics to high and it'll work. But if I load into a save with graphics high it will CTD.
Any idea to fix my issue?
Thank in advance :Kaleun_Thumbs_Up:
Kal_Maximus_U669
08-18-22, 03:06 PM
hey WhiskeyTangoFoxtrot wellcom... :salute:
I can't believe that some play this fabulous :yep::yep: mod of the time... :haha:
I offer you a work list if that tells you friends..:timeout:
http://image.noelshack.com/fichiers/2022/33/4/1660853010-sh4img-2022-01-19-20-55-22-429.png
[MODS]
RFB_2.0=1
RFB_2.0_Patch_23April2010=2
4_RFB_2.0_Patch_06June2019=3
RFB Japanese Troop Convoys=4
RSRDC_RFB_V575=5
RSRDC_V5xx_Patch1=6
Radio RAK-7 (CND-46155)=7
Fixed Zero Bomb Load RSRDC=8
Fixed_CD_sonar_RSRDC=9
Nav Map Make-Over v2.1=10
NMMO Airbase Add-on=11
NMMO v2.1 Patch 1 with AB=12
SH4_original_4k_light_gray=13
Improved Stock Environment_v3_TMO&RFB=14
#3_PE4_TM_Submarine_Stock_caustics_rolllpitch_deep er=15
Snarf_WoodModelv2=16
SH4 Authentic Flags Mod=17
#2 ISE Realistic Colors=18
#4 PE4 Ship_debris_SH4_with bodies=19
PE4_high quality bow and stern wakes (stock SH4 lower FPS)=20
SMALLER SEABED ROCKS=21
SMALLER SEA PLANTS SMALL=22
Eliminate Floating Plankton_KM=23
TMO19_interior3d_SCLASS_overhaul=24
TMO19_interior3d_SALMON_overhaul=25
TMO19_interior3d_PORPOISE_overhaul=26
TMO19_interior3d_GATO_overhaul=27
TMO_interior3d_BALAO_overhaul=28
Webster's Missing Voices=29
Webster's Reduced Radio Traffic=30
Webster's Ship Manuvering Fix for v1.4 and v1.5=31
Webster's Ship Draft Fix=32
Websters Real Lifeboats Fix for v1.5=33
Webster's Improved US Torpedo v1=34
Webster's Torpedo Test Missions for v1.5=35
sobers better sand II=36
sobers compass mod_grey-scale=37
410 TMOPlot09032013=38
TDW_Ship_Plane_Fire_Damage_v1_3_SH4=39
MadMaxs_SH4_DD_Pack_V3.0=40
Torpedo Graphics for TMO+RFB=41
go quickly to work ... good editing have fun :D:D
kind regards Kal Maximus U669 :subsim:
WhiskeyTangoFoxtrot
08-18-22, 03:46 PM
The only mod I have running is RFB and I am still having that issue I am using JSGME for Modding and my order is:
RFB_2.0
RFB_2.0_Patch_23April2010
4_RFB_2.0_Patch_06June2019
I am now getting white squares instead of the gauges as well as white walls in the sub, and still getting the CTD. I am really frustrated and dont know what to do.
Mad Mardigan
08-18-22, 04:09 PM
The only mod I have running is RFB and I am still having that issue I am using JSGME for Modding and my order is:
RFB_2.0
RFB_2.0_Patch_23April2010
4_RFB_2.0_Patch_06June2019
I am now getting white squares instead of the gauges as well as white walls in the sub, and still getting the CTD. I am really frustrated and dont know what to do.
Ok... I'll ask about the "elephant" in the room, so to speak, here...
Couple of quick questions...
1. What copy version, is your SH4 that you have... & also helpful, source of it... disk, Steam, Ubi... a bearded lady... :haha: (sorry, My weird sense of humor... back Guido... *whip crack* back I say... :D)
2. Where that copy of it, is installed... exactly.??? :hmmm:
3. You got that copy 4GB patched, or using Large Address Aware on it...???
4. Trying to run more than 1 copy of SH4, mod mixed... by chance..???? :hmmm:
Info on these, will be... of great help here... to see of pinning down the cause of your... malaise, there. :yep: Bear in mind, in case of issues again, in the future... the more info you provide, the better it helps to help resolve those issues...
:Kaleun_Salute:
M. M.
WhiskeyTangoFoxtrot
08-18-22, 10:41 PM
1.I have the steam copy. I bought Silent Hunter: Wolves of the Pacific, then realized I couldn't mod without Uboat Missions so I bought that too. Then I uninstalled the base game and downloaded the Uboat Missions. Then I installed JSGME and RFB. Also my version is 1.5
2. I have it installed on a Hard drive.
3. I'm not quite sure what this question means, I haven't heard of a patch for the game itself, nor have I heard of "Large Address Aware"
4. What do you mean by this? Unless some remanence of the base game only download is still on my computer, it should only be one.
Thank you so much for helping me out. I really want to get into this game :salute:
Mad Mardigan
08-18-22, 11:10 PM
1.I have the steam copy. I bought Silent Hunter: Wolves of the Pacific, then realized I couldn't mod without Uboat Missions so I bought that too. Then I uninstalled the base game and downloaded the Uboat Missions. Then I installed JSGME and RFB.
2. I have it installed on a Hard drive.
3. I'm not quite sure what this question means, I haven't heard of a patch for the game itself, nor have I heard of "Large Address Aware"
4. What do you mean by this? Unless some remanence of the base game only download is still on my computer, it should only be one.
Thank you so much for helping me out. I really want to get into this game :salute:
Ok, on where it is installed, means the file folder pathway to where it is installed.
Using My copy, as an example:
E:\Games\SteamLibrary\steamapps\common\SH-megamods\SH4-megamods\SH4-OM Dark Waters v6
main thing is... with it, even being with Steam... it is NOT default installed there in Window's under /Program files
much less /Program files (x86)
Both of those, are Window's rabid pit bull on steroids, aka UAC's, terror-tory.
User Account Control or UAC, for shot... does NOT like any tampering of files, folders & the like... in "its" terror-tory... at ALL... even if you, the user, tell it otherwise.
So, best thing to do... is avoid installing any games (or game launchers subsequent games launchers there)... EVER.
Did I stress.... EVER. Just know, that doing so... will NOT end well... at ALL.
Now, as for the version of your copy, that's good... as the mod mix's... RFB, included here... call for v1.5, which... is what "Silent Hunter IV - Wolves of the Pacific: Uboat Missions"... is.
So, that covers points 1... & 2, there. :up:
Now... For point 3.
4GB patch, is not so much a patch for the game itself... per se. This is more of a how to, guide for dummies... for your computer. In short, it's a kick in its pants, to tell it... hey dummy, this game (though that could also go for any other game that can handle that patch for that matter, but... we'll stay focused here on SH IV :hmmm: :yep:) has unfettered, unrestricted access, to 4 gigs of RAM, to use.
NOT that it will take up all that RAM... just that its earmarked to have that power... savvy... :hmmm:
Now, Myself... I use Large Address Aware, & why, is... because it is so simple to use, that even a cave man... could use it... :D
It's a simple, 3 step process, to just the same thing as that 4GB patch kit... without all the hassle.
1. Point the app, at where your games .exe is.
2. Check mark the box, tagging the game for that 4gb RAM access.
3. Click apply or ok &...
presto change-o... done.
Eazy Peazy... Mac & cheezy.!
On to point 4.
If you are completely sure of "ONLY" running with that mod set, RFB... as the only 1 you're going to have, then fine...
Just know, that it is possible to run more than 1 mod mix, just that I'd suggest strongly... to keep a back up, unmodded copy of SH4... & use MultiSH4... MultiSH4, makes a complete, separate game save folder... which is useful to keep 2, or more SH IV's that have been modded... from cross contaminating the others save folder.
Just food for thought, on the off chance, that you do decide to want to run more than 1 copy of SH4.
The only other thing is... if you go to want to try another mod mix & not continue with RFB... to do so, you'll need to nuke vaporize the SH IV install & reinstall it, once more...
But... that's just info... for future reference. :yep:
Hope this helps... clarify things. :shucks: :yep: :up:
:Kaleun_Salute:
M. M.
propbeanie
08-20-22, 09:31 PM
I have localized this issue to this mod. It is only an issue for campaign and war patrol. Turning my graphics way down helped, but I shouldn't have to do that because I have a 2060, and it runs buttery smooth during single missions and training with highest graphics.
The actual issue is that whenever I use any external view(bridge, periscopes), my game crashes. Why is this happening? I have the Steam version and the Uboat missions DLC. I also only have the Uboat missions DLC and not the base game, because I think the "DLC" is the updated game itself. I don't know how to solve this..
When you first activated the mod, did you delete the Save folder data (C:\Users \UserName \Documents \SH4)? The game iin career mode mostly runs off of the data there. If you do not empty it prior to playing the new mod configuration, you will not have a complete mod activation, and can have issues like you describe.
Kal_Maximus_U669
08-21-22, 09:56 AM
1.I have the steam copy. I bought Silent Hunter: Wolves of the Pacific, then realized I couldn't mod without Uboat Missions so I bought that too. Then I uninstalled the base game and downloaded the Uboat Missions. Then I installed JSGME and RFB. Also my version is 1.5
2. I have it installed on a Hard drive.
3. I'm not quite sure what this question means, I haven't heard of a patch for the game itself, nor have I heard of "Large Address Aware"
4. What do you mean by this? Unless some remanence of the base game only download is still on my computer, it should only be one.
Thank you so much for helping me out. I really want to get into this game :salute:
Hey WhiskeyTangoFoxtrot
to start create a "Backup" of your Install you can believe me it will help you... this "Backup" puts it where you want because when you want to perform several Installs it is very useful
l installation here for me Ex: ( D:\Sh4\Sh4_RFB)
screen n1
1 folder named MOD here you place your "mods"
2 you Install "Large-Adress" or "patch 4go" as you want...
3 JSGME must be installed which provides you with the "MOD" folder
4 "Multish4" allows you to create several installations of your games. Note that you will find it here: C:\Users"You pc"\Documents\RFB
http://image.noelshack.com/fichiers/2022/33/7/1661091873-01.png
screen n2
5 you will find here the "Exe" of your application that you send to your desktop ... you can rename it as you want then we go to the settings for use ...
http://image.noelshack.com/fichiers/2022/33/7/1661091881-02.png
your installation path 1
adjust as desired...
personally I do not disable optimizations and I am not in windo 7 compatibility
all works without problem I think Windo7 compatibility is useless because the Kernel & runtime library likes it... under windo10
A&B&C&D
http://image.noelshack.com/fichiers/2022/33/7/1661092364-06.png
http://image.noelshack.com/fichiers/2022/33/7/1661092358-05.png
Then B your path d Install "mods" 6 the Backup
when you have problems you deactivate all your "mods" you have a folder named Backup don't forget to empty it systematically after having them problems otherwise you will have the same things again..!! same with game saves you remove all ..
http://image.noelshack.com/fichiers/2022/33/7/1661092347-03.png
here C you have JSGME here you will have the display of your construction as well as other details..
http://image.noelshack.com/fichiers/2022/33/7/1661092352-04.png
now at work you have no excuse ... and good editing ... have fun
http://image.noelshack.com/fichiers/2022/33/7/1661093678-sh4img-2022-08-20-22-32-39-210.png
http://image.noelshack.com/fichiers/2022/33/7/1661093684-sh4img-2022-08-20-22-37-21-848.png
http://image.noelshack.com/fichiers/2022/33/7/1661093689-sh4img-2022-08-21-02-48-24-614.png
:salute:
WhiskeyTangoFoxtrot
08-22-22, 01:27 AM
Mad Mardigan,
I have it installed on a separate hard drive to my boot drive, location is "G:\Game Files\steamapps\common\Silent Hunters wolves of the pacific"
For the 4 gb patch, do you have a link to a download or somewhere where I could get one?
propbeanie,
I just tried deleting and trying again, to no avail
Kal_Maximus_U669,
It is late in the day right now so I will look over your instructions when I have the opportunity
Kal_Maximus_U669
08-22-22, 05:27 AM
You have to make an effort my friend otherwise it will be complicated...:oops:
Google is your friend...:yep:
:Kaleun_Wink:
https://www.subsim.com/radioroom/downloads.php?do=file&id=2889
propbeanie
08-22-22, 07:01 AM
4Gig Patch (https://www.subsim.com/radioroom/downloads.php?do=file&id=5737) which is in the SH3 section, but works as well with SH4, or any older 32-bit app that it written in 64-bit flat addressing and does NOT have the header bits already set.
Large Address Aware (LAA) (https://www.subsim.com/radioroom/downloads.php?do=file&id=3634), which might require downloading some NetFramework files on your computer.
Both applets serve the same function, and that is to flip a couple of bits in the header of the executable that lets Windows know that the app (SH4.exe in this case) can address more RAM without the use of an offset. You want to make certain that SH4.exe is write-enabled for one of these to take. So find the SH4.exe file in your install folder, right-click on it, and choose "Properties" from the bottom of the resultant context menu. That will bring up a little dialog, and the setting you want will be on the "General" tab. At that bottom of that page is an "Attributes" section, and a "Read-only" tick box. Make certain that box is cleared, and the file is then "write-enabled". The patch files should then function as intended.
That same "Properties" window is where you can set the video stuff on the "Compatibility" tab, as Kal_Maximus_U669 points out in about the middle of his pictures posting above...
WhiskeyTangoFoxtrot
08-25-22, 01:42 PM
THANK YOU ALL WHO HAVE HELPED!
I don't know why I didn't realize earlier that it was obviously a RAM issue. As soon as I downloaded the 4 GB patch, the game works PERFECT now! Thank you all so much and see you in the pacific!
KaleunMarco
09-22-23, 08:31 PM
this is probably a generic SH4 question but because i am playing RFB i am placing in that thread.
if the Interval between missions is set at 30 days, why would SH4 assign our next mission to begin just four days after we pull into port?
from UPC.upc
MinimumDaysInBaseUS=30
from CareerTrack.upc
CurrentDate=1941-12-19 08:22:08
PatrolStartDateTime=1941-12-23 00:00:00
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_RFB\MODS]
1_RFB_2.0
2_RFB_2.0_Patch_23April2010
3_SMMO for RFB 2.0
4_RFB_2.0_Patch_06June2019
5_Stop The Shouting
6_OTC RFB 2.0
7_Increased binoculars for RFB OTC
8_RFB_LocNames
81_Clean and Quiet Map
82_Webster's 300' Underwater Visability for v1.5
propbeanie
09-23-23, 12:45 PM
That date in CareerTrack is not reflective of the date you'll actually leave. That seems to only show the date when your next mission is chosen from. You won't really know when you'll leave until you go to do so, and then see it in the orders "Depart on date-whatever". That departure date might be buried somewhere in the Save data, or else the game does the "math" ( :o ) at run-time when you leave... :arrgh!:
KaleunMarco
09-23-23, 03:57 PM
this is probably a generic SH4 question but because i am playing RFB i am placing in that thread.
if the Interval between missions is set at 30 days, why would SH4 assign our next mission to begin just four days after we pull into port?
from UPC.upc
MinimumDaysInBaseUS=30
from CareerTrack.upc
CurrentDate=1941-12-19 08:22:08
PatrolStartDateTime=1941-12-23 00:00:00
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_RFB\MODS]
1_RFB_2.0
2_RFB_2.0_Patch_23April2010
3_SMMO for RFB 2.0
4_RFB_2.0_Patch_06June2019
5_Stop The Shouting
6_OTC RFB 2.0
7_Increased binoculars for RFB OTC
8_RFB_LocNames
81_Clean and Quiet Map
82_Webster's 300' Underwater Visability for v1.5
That date in CareerTrack is not reflective of the date you'll actually leave. That seems to only show the date when your next mission is chosen from. You won't really know when you'll leave until you go to do so, and then see it in the orders "Depart on date-whatever". That departure date might be buried somewhere in the Save data, or else the game does the "math" ( :o ) at run-time when you leave... :arrgh!:
Dale Carnegie always maintained that you should never tell anyone that they are wrong. About Anything. Including, I suspect, SH4.:03:
We shoved off on 12/23/41.
[CareerTrack 1.CareerStatusSave 21]
ID=ID
Reason=CSS_PatrolStart
NameDisplayable=USS S-40 (SS-145)
CurrentDate=1941-12-23 00:00:00
Our Mission was to patrol in the immediate vicinity of Manila, so we were on-station later in the day of 12/23/41 and i performed a SaveGame using the date, as i always do. I can send you the SaveFile if you actually want it.
the question still remains: why does SH4 constantly contradict itself? this is another instance of that.
propbeanie
09-23-23, 08:15 PM
OK - after hitting me over the head with the baseball bat and waking me up, I now understand. But man, my head hurts... :doh:
For a "clue" as to why in this case, look at your Flotillas file for Manila, and the date you sailed. I don't think anything changed between v1.4 and v2.0 of RFB in this regard, but:
AvailabilityInterval= NULL, 1941-12-23
So they are withdrawing, and you have to go with them! You won't have a base. The same thing happens later at Surabaya, if you come in on the 24th of Feb, you will sail out on the 28th:
AvailabilityInterval= 1941-12-24, 1942-02-28
I think it was in SH4 v1.3 where you might dock like you did, and then go out 30 days later, but from Surabaya. Apparently, they used "extra" people to move your boat for you in v1.3...
KaleunMarco
09-23-23, 11:01 PM
OK - after hitting me over the head with the baseball bat and waking me up, I now understand. But man, my head hurts... :doh:
For a "clue" as to why in this case, look at your Flotillas file for Manila, and the date you sailed. I don't think anything changed between v1.4 and v2.0 of RFB in this regard, but:
AvailabilityInterval= NULL, 1941-12-23
So they are withdrawing, and you have to go with them! You won't have a base. The same thing happens later at Surabaya, if you come in on the 24th of Feb, you will sail out on the 28th:
AvailabilityInterval= 1941-12-24, 1942-02-28
I think it was in SH4 v1.3 where you might dock like you did, and then go out 30 days later, but from Surabaya. Apparently, they used "extra" people to move your boat for you in v1.3...
now THAT makes sense.
i did not peruse Flotillas before i posted.
so, based on explanation, i should expect to sail to Brisbane for my next base?
[Flotilla 2.UserPlayerUnitType 1]
ID= F2Sboat
NameDisplayable= S-18 class
AvailabilityInterval= NULL, 1942-04-15
IDLinkUserPlayerUnitType= S18
UnitTypeCommonality= 6
IDFlotillaLinkTransferTo= BrisbaneCommand
then i lose my boat 4/15?
propbeanie
09-24-23, 05:43 PM
I do not remember how they did the Flotillas in RFB, and I don't have it handy on this computer, but you might do a stint at Surabaya first... then maybe Fremantle or Albany, then Brisbane...
KaleunMarco
09-30-23, 10:13 PM
Career Start December 1941 in Manila driving an S-18 class boat.
we are now based at Brisbane. Lovely town.
there are two conning towers available:
original, SClassConning1
early-43, SClassConning2
we lasted 11 missions without sustaining damage.
on #12 we took damage and ended the mission in January 1943.
our next mission began Feb 11, 1943 which was the first available date for the upgraded conning tower.
we took some damage again on mission #13 and made it home..... no problem.
we received the upgraded tower immediately upon docking.
CurrentDate=1943-04-10 21:52:56
https://i.ibb.co/kq1CKjJ/SH4-Img-2023-09-30-21-54-13-578.png (https://ibb.co/WBtJnZ0)
all kinds of goodies popped:
we got sonar along with the hydrophone.
got an option on the 3 incher (we had a 4 inch from the start)
got a 20mm for the cigarette deck.
got upgraded SJ radar and SD radar, for the first time.
haven't shoved off on #14 yet so it is not known what the silhouette looks like.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_RFB\MODS]
1_RFB_2.0
2_RFB_2.0_Patch_23April2010
3_SMMO for RFB 2.0
4_RFB_2.0_Patch_06June2019
5_Stop The Shouting
6_OTC RFB 2.0
7_Increased binoculars for RFB OTC
8_RFB_LocNames
81_Clean and Quiet Map
82_Webster's 300' Underwater Visability for v1.5
805_U.S. Medals Fix II_RFBv1.52
83_3000 Yard Bearing Tool (1920x)
9_RFB_Tweeks
KaleunMarco
10-05-23, 06:53 PM
this was an interesting development.
in this config of RFB, there is only one UpgradeClass of boats, they are all zero.
so, when our trusty, little S-boat aged-out on November 1, 1943, i expected to be retired.
but, nooooo, they offered a new boat, which was unexpected. and so, i took the upgrade, and was given command of a new Balao, which was not an upgrade according to the rules of SH4.
but...as many of us have learned, the hard way...the only rule in SH4 is that there are no rules.:haha:
propbeanie
10-05-23, 07:17 PM
Ahhhh... but a lot like the English language with all of its exceptions to "rules" and things things like "I before E except after C ..." etc... In this case, the S Boat does not transfer out, so you go to the next available boat. At Brisbane, the Balao is listed next... Not a bad (though a bit unrealistic) choice. The Balao goes available in that mod on 4th February, 1943. I don't have the mod in front of me to see what the Flotilla date is there though. :salute:
KaleunMarco
10-05-23, 07:51 PM
Ahhhh... but a lot like the English language with all of its exceptions to "rules" and things things like "I before E except after C ..." etc... In this case, the S Boat does not transfer out, so you go to the next available boat. At Brisbane, the Balao is listed next... Not a bad (though a bit unrealistic) choice. The Balao goes available in that mod on 4th February, 1943. I don't have the mod in front of me to see what the Flotilla date is there though. :salute:
we transferred out of Australia.
it was fun while it lasted.:03:
Pearl is 7500 miles closer to the US of A.
we'll be here until the end of the war, unless this mod activates a Mariana's base.
:Kaleun_Salute:
propbeanie
10-05-23, 07:52 PM
If you had RSRDC on it, it would... of course, someone forgot to remove the Japanese shoreguns in a timely manner, but you can approach Saipan from the east and get away with it...
KaleunMarco
10-06-23, 07:48 AM
If you had RSRDC on it, it would... of course, someone forgot to remove the Japanese shoreguns in a timely manner, but you can approach Saipan from the east and get away with it...
RFB with RSRD?
interesting.
i'll have to look into that.
fitzcarraldo
10-07-23, 04:37 PM
RFB with RSRD?
interesting.
i'll have to look into that.
When, years ago, played SH4, RFB or TMO with RSRDC, found the campaigns so hardly scripted, the game resulted boring when you could predict the movements of all the traffic. For me, TMO or RFB are good mods without RSRDC.
I remember long and funny nights playing RFB with a lot of little mods. :Kaleun_Applaud:
Regards.
Fitzcarraldo :Kaleun_Salute:
KaleunMarco
10-08-23, 11:20 AM
When, years ago, played SH4, RFB or TMO with RSRDC, found the campaigns so hardly scripted, the game resulted boring when you could predict the movements of all the traffic. For me, TMO or RFB are good mods without RSRDC.
I remember long and funny nights playing RFB with a lot of little mods. :Kaleun_Applaud:
Regards.
Fitzcarraldo :Kaleun_Salute:
yeah, so, i made the leap from RFB 2.0 vanilla by adding RSRD V5.x.
lots of changes!
one of the bad changes is that i have lost the ability to use the hydrophone.
the sensor team uses it and calls out the contacts, etc, however when i go to the hydrophone station and click on the bearings, the hydrophone refuses to move. while this is not a catastrophic issue, it does impair my effectiveness.
any hints as to what may have changed and is now getting in the way?
maybe a better question to ask is this: which files, or parameters within a file, allow the user-player to manipulate the hydrophone to a specific bearing? is it a sensor file or a camera file or .....? if i knew the file name, then i can see what adding RSRDC did with that file and (hopefully) discover why i cannot use the hydrophone as i did with vanilla RFB.
+++++
after a bit more testing, i have determined that the change was NOT due to applying RSRDC but is part of RFB.
the hydrophone was usable with the S-boat i was driving but is NOT usable with the Balao. i made the upgrade co-incident with applying RSRDC so i blamed the new mod but that was an incorrect conclusion.
++++
more test results: in addition to the Balao, both the Gato and the Tampbar/Gar suffer from the same non-functionality of the hydrophone, but the Porpoise hydrophone functions just fine.
so, what is different about the hydrophone between the S-boat & Porpoise and the Tambor/Gar/Gato/Balao?
too many files were modified in RFB to eliminate them one at a time. i need a hint.
++++
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_RFB\MODS]
1_RFB_2.0
2_RFB_2.0_Patch_23April2010
3_SMMO for RFB 2.0
4_RFB_2.0_Patch_06June2019
5_Stop The Shouting
6_OTC RFB 2.0
7_Increased binoculars for RFB OTC
8_RFB_LocNames
8_09_RSRDC_RFB_V575
805_U.S. Medals Fix II_RFBv1.52
81_Clean and Quiet Map
82_Webster's 300' Underwater Visability for v1.5
83_3000 Yard Bearing Tool (1920x)
ElCid97
10-09-23, 05:47 AM
Seems like a shot in the dark here, but could it be one of the changes in the various subs' "upc" files not noticed before?
I know you have to submerge the S-boats to hear anything, but the others are supposed to work as you said regardless of whether you're on the surface or not.
As Poirot would say, hope this helps the, "little gray cells" a little.
ElCid97
propbeanie
10-09-23, 06:31 AM
yeah, so, i made the leap from RFB 2.0 vanilla by adding RSRD V5.x.
lots of changes!
one of the bad changes is that i have lost the ability to use the hydrophone.
the sensor team uses it and calls out the contacts, etc, however when i go to the hydrophone station and click on the bearings, the hydrophone refuses to move. while this is not a catastrophic issue, it does impair my effectiveness.
any hints as to what may have changed and is now getting in the way?
maybe a better question to ask is this: which files, or parameters within a file, allow the user-player to manipulate the hydrophone to a specific bearing? is it a sensor file or a camera file or .....? if i knew the file name, then i can see what adding RSRDC did with that file and (hopefully) discover why i cannot use the hydrophone as i did with vanilla RFB.
+++++
after a bit more testing, i have determined that the change was NOT due to applying RSRDC but is part of RFB.
the hydrophone was usable with the S-boat i was driving but is NOT usable with the Balao. i made the upgrade co-incident with applying RSRDC so i blamed the new mod but that was an incorrect conclusion.
++++
more test results: in addition to the Balao, both the Gato and the Tampbar/Gar suffer from the same non-functionality of the hydrophone, but the Porpoise hydrophone functions just fine.
so, what is different about the hydrophone between the S-boat & Porpoise and the Tambor/Gar/Gato/Balao?
too many files were modified in RFB to eliminate them one at a time. i need a hint.
++++
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_RFB\MODS]
1_RFB_2.0
2_RFB_2.0_Patch_23April2010
3_SMMO for RFB 2.0
4_RFB_2.0_Patch_06June2019
5_Stop The Shouting
6_OTC RFB 2.0
7_Increased binoculars for RFB OTC
8_RFB_LocNames
8_09_RSRDC_RFB_V575
805_U.S. Medals Fix II_RFBv1.52
81_Clean and Quiet Map
82_Webster's 300' Underwater Visability for v1.5
83_3000 Yard Bearing Tool (1920x)
The <Home> and <End> keys might do the rotation for you without any other fixes. But CapnScurvy did OTC Gato Sonar Bearing Fix (https://www.subsim.com/radioroom/downloads.php?do=file&id=4098) and that should work with your mix. It specifies the Gato though, and I don't remember if that helps the others or not... :salute:
KaleunMarco
10-09-23, 07:59 AM
Seems like a shot in the dark here, but could it be one of the changes in the various subs' "upc" files not noticed before?
I know you have to submerge the S-boats to hear anything, but the others are supposed to work as you said regardless of whether you're on the surface or not.
As Poirot would say, hope this helps the, "little gray cells" a little.
ElCid97
thank you.
the little gray cells were working overtime for the past few days.:03:
KaleunMarco
10-09-23, 08:13 AM
more test results: in addition to the Balao, both the Gato and the Tampbar/Gar suffer from the same non-functionality of the hydrophone, but the Porpoise hydrophone functions just fine.
so, what is different about the hydrophone between the S-boat & Porpoise and the Tambor/Gar/Gato/Balao?
The <Home> and <End> keys might do the rotation for you without any other fixes. But CapnScurvy did OTC Gato Sonar Bearing Fix (https://www.subsim.com/radioroom/downloads.php?do=file&id=4098) and that should work with your mix. It specifies the Gato though, and I don't remember if that helps the others or not... :salute:
both of your suggestions worked.
when i opened the support file included in the fix named above, i had a pretty good feeling that it would be the solution: This will also allow mouse control for the sonar units in the Gar, Tambor, and Balao class subs.
i would have never found the problem as it is buried in the Interior folder.
i asked for a hint and got a solution.
thank you.
:Kaleun_Salute:
KaleunMarco
10-12-23, 08:24 PM
Career Start December 1941 in Manila driving an S-18 class boat.
Late in 1943, while we temporarily based at one of the Marshall Islands we received the choice of staying with the S-boat or upgrading to a different class.
Since this installation of RFB 2.0 with RSRDC 5.75 has all boats classed the same, we received a Balao because it was the next boat in the list in the Flotillas file. Funny how things go sometimes.
I am making a long story longer…..my apologies.
The Balao has two conning towers available, the second of which had a date conflict which had to be fixed, and we were eligible to receive it after July 31, 1944.
Unfortunately, it took until late November to actually get it.
In the interim we had taken some damage on each mission while at the same time having great success sinking ships such that each of our missions between July and November resulted in a patrol grade of 3.
During the November mission we took some damage (again) and this time we got the conning tower upgrade. My apologies for not sharing the screen as I clicked through without capturing it.
And so, it continues to play out in the US Pacific portion of SH4 that a conning tower upgrade requires multiple missions with damage incurred and a mission rating greater than 1. It seems, and I stress seems, to take fewer missions if the mission ratings or 1 or 2 rather than threes.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_RFB\MODS]
1_RFB_2.0
2_RFB_2.0_Patch_23April2010
3_SMMO for RFB 2.0
4_RFB_2.0_Patch_06June2019
5_Stop The Shouting
6_OTC RFB 2.0
61_OTC_Gato Sonar Bearing Fix
7_Increased binoculars for RFB OTC
8_09_RSRDC_RFB_V575
8_RFB_LocNames
805_U.S. Medals Fix II_RFBv1.52
81_Clean and Quiet Map
82_Webster's 300' Underwater Visability for v1.5
83_3000 Yard Bearing Tool (1920x)
9_RFB_Corrections
chevyhd1986
10-17-23, 06:58 PM
Hey gents, I'm looking to get into RFB coming over from FotRS mod. Its a great mod but I feel like there is a ton of targets. My question is what is a good mod soup to go along with RFB? Anything I should look into? I'm really big on realism and challenging patrols.
fitzcarraldo
10-17-23, 08:50 PM
Hey gents, I'm looking to get into RFB coming over from FotRS mod. Its a great mod but I feel like there is a ton of targets. My question is what is a good mod soup to go along with RFB? Anything I should look into? I'm really big on realism and challenging patrols.
If you want the hard way, try TMO BH edition. So hard, so good.
And-my impression-FOTRSU (Ultimate), is a lot better than RFB "as it is".
Best regards.
Fitzcarraldo :Kaleun_Salute:
Treetop64
10-19-23, 06:41 PM
Hey gents, I'm looking to get into RFB coming over from FotRS mod. Its a great mod but I feel like there is a ton of targets. My question is what is a good mod soup to go along with RFB? Anything I should look into? I'm really big on realism and challenging patrols.
Played RFB for years, and I only just downloaded and started using FotRS a couple of weeks ago. And, if I'm being honest, I only did that so I could use the sub interior mod. If not for that I'm not sure I would have ever downloaded FotRS.
Anyway, My setup for RFB in order of activation:
1 - 100 RFB_2.0_with_Patch
2 - RSRD_RFB_v575
3 - RSRD_V5xx_Patch1
4 - Razzle Dazzle non TMO ver1
5 - New_Harbours_and_Late_War_Traffic_1.23
I keep my mod soups to a minimum. Install only what improves or enhances, and not stuff that changes something just for the sake of changing it.
The New Harbours, while interesting, in some cases could cause problems if you're not careful, because some of the friendly harbors get some underwater obstructions that can catch you out. Of course, if enemy obstructions stop you, well...
I used it with no problems, but YMMV.
I really like RFB. Some people complained vehemently but I though the difficulty was appropriate. Especially the faithful Mk14s performance (or the nearly total lack thereof) early in a war campaign. Mk14s going halfway through 1943 are almost entirely unreliable and it will drive you nuts. Also, you're not going to be able to use the transducers (the sonar "bulbs" under the hull) while cruising on the surface during patrol. The reality is that there was too much bow splash and water noise at 10 knot patrol speeds for the fleet boat's transducers to be of any use. In this regard IMO FotRS is too easy in this area, picking up sonar contacts over the horizon while at 10 knots on the surface in any sea state. The downside for RFB is that you must submerge to use the passive sonar at all, whether it's a fleet boat or pig boat.
One of the things that actually bothered me about RFB is that the metacenter physics modelled for some destroyers is really wonky. They unrealistically sway left and right like bathtub toys, even in glass-calm seas. Only some of RFB's DDs suffer this, the majority handled the seas like they normally would.
Another thing to note is that being an older mod, the ship models and textures aren't quite as numerous and don't look as good as they do in FotRS. Except the subs themselves, which have excellent textures. Actually better than those in FotRS, but more on that below.
Had to install a ton of additional mods on top of FotRS just to get it near a difficulty level I was used to in RFB. And the 4K Sub Skins addon is an absolute must have for FotRS. They make a world of difference. I hate to say it but the default sub textures in the mod are almost unbearable to look at, especially when you're standing on the bridge. The fore-mentioned sub interior mod is amazing, one of the most important mods ever developed for SH4.
KaleunMarco
10-21-23, 05:02 PM
Career Start December 1941 in Manila driving a Porpoise.
The Porpoise has four conning towers available, the second tower (first upgrade) is available January 1943.
It took two missions in early 1943 to actually get it.
https://i.ibb.co/4WGF2sT/Porpoise-Half-Cut-Tower-1943.png
on the two 1943 missions, we took damage, including hull damage, and attained a mission rating of two in each.
And so, it continues to play out in the US Pacific portion of SH4 that a conning tower upgrade requires multiple (consecutive?) missions with damage incurred and a mission rating greater than 1. It seems, and I stress seems, that a mission rating of three disqualifies the upgrade. Twos and ones seem to cause the upgrade.
:Kaleun_Salute:
propbeanie
10-21-23, 08:33 PM
So be certain and get depth-charged sufficiently to take damage, eh?... :hmmm:
KaleunMarco
10-22-23, 11:11 AM
So be certain and get depth-charged sufficiently to take damage, eh?... :hmmm:
exactly.
but not too much damage, else you will visiting Davy Jones as opposed to the Royal Hawaiian Hotel.
:har:
KaleunMarco
10-22-23, 11:13 AM
exactly.
but not too much damage, else you will visiting Davy Jones as opposed to the Royal Hawaiian Hotel.
:har:
p.s. i wonder if there is a way to cause damage without jeopardizing the success if the mission. :hmmm:
KaleunMarco
10-22-23, 12:24 PM
Career Start December 1941 in Manila driving a Porpoise.
The Porpoise has four conning towers available, the second tower (first upgrade) is available January 1943.
It took two missions in early 1943 to actually get it.
https://i.ibb.co/4WGF2sT/Porpoise-Half-Cut-Tower-1943.png
on the two 1943 missions, we took damage, including hull damage, and attained a mission rating of two in each.
And so, it continues to play out in the US Pacific portion of SH4 that a conning tower upgrade requires multiple (consecutive?) missions with damage incurred and a mission rating greater than 0. It seems, and I stress seems, that a mission rating of three disqualifies the upgrade. Twos and ones seem to cause the upgrade.
:Kaleun_Salute:
dang it all, blast it....
we finally get access to the half-cut conning tower and now the SJ radar won't power up.
we had a working SJ set with the old/original conning tower.
https://i.ibb.co/ZKD3MDv/SH4-Img-2023-10-22-11-59-05-644.png
https://i.ibb.co/cL3VN8P/SH4-Img-2023-10-22-12-00-24-970.png
+++
i searched the archives and found some ancient posts (2007-2010) with CapnScurvy discussing date conflict difficulties (June 31, that old chestnut) but those issues have been resolved in my installation.
so, what other issues cause a recently added SJ radar during a conning tower refit to not power up?
:wah::wah::wah:
propbeanie
10-22-23, 08:35 PM
Radar mast type... ie: Supported versus unsupported. Some conning towers have slots for the mast to ship through, while others do not, so some radar masts are "smooth" (unsupported), and some have hardware "framing" supports to hold it to the conning tower.
https://i.imgur.com/nygBn8C.jpg
Look at your radar mast install, and see if your conn doesn't have supports for the "smooth" style radar masts, as seen 3rd & 4th from right above, and you might not have the 1st or 2nd radar mast on the right instead... maybe the 5th or 6th... ?? The conns are a mess in the Stock game, and were not fixed in RFB, or most other mods...
KaleunMarco
10-22-23, 10:04 PM
Radar mast type... ie: Supported versus unsupported. Some conning towers have slots for the mast to ship through, while others do not, so some radar masts are "smooth" (unsupported), and some have hardware "framing" supports to hold it to the conning tower.
https://i.imgur.com/nygBn8C.jpg
Look at your radar mast install, and see if your conn doesn't have supports for the "smooth" style radar masts, as seen 3rd & 4th from right above, and you might not have the 1st or 2nd radar mast on the right instead... maybe the 5th or 6th... ?? The conns are a mess in the Stock game, and were not fixed in RFB, or most other mods...
firstly, how can i translate the UPC text to the Sensors_sub_US.dat? i ask because you lost me in the explanation above but clearly there must be connection between the UPC-text and the binary-dot-DAT
secondly, prior to firstly, your questions made me stop and think: i had SJ radar before the upgrade and lost it with the upgrade. the UnitParts file does not have any radar equipment so the upgrade has to come from the UpgradePacks.UPC file.
here is related section from UpgradePacks, however i do not know how to parse the last line.
[UpgradePack 18]
ID= UpackSJRadarPorpoise
NameDisplayable= SJ Surface Search Radar
Info=SJRadarInfo
Notes=SJRadarNotes
FunctionalType= UpFTypeSensorRadar
UpgradePackSlotType= SurfaceRadarPorpoise
Type=NULL
;UpgradePackInterval=1942-06-01, 1943-09-01
UnitUpgradePackIntervalOptionCurrent= 1942-06-01, 1942-10-31, 0
UnitUpgradePackIntervalOptions1=1942-06-01, 1942-10-31, 0
UnitUpgradePackIntervalOptions2=1942-11-01, 1942-12-31, 0
UnitUpgradePackIntervalOptions3=1943-01-01, 1944-06-18, 0
IDLinkUpgradePackElements= SJRadarApp, NULL, SJRadarAntennaEarlyPorpoise, SJRadarAntennaEarlyPorpoise2
then i compared the antenna section after the upgrade with the antenna section before the upgrade and i discovered that the upgrade neglected to add a piece of equipment, namely the actual antenna mast.
https://i.ibb.co/nQ652Fp/Picture0122.jpg
not sure where to go because i do not know where i am.
propbeanie
10-23-23, 07:09 AM
firstly, how can i translate the UPC text to the Sensors_sub_US.dat? i ask because you lost me in the explanation above but clearly there must be connection between the UPC-text and the binary-dot-DAT
secondly, prior to firstly, your questions made me stop and think: i had SJ radar before the upgrade and lost it with the upgrade. the UnitParts file does not have any radar equipment so the upgrade has to come from the UpgradePacks.UPC file.
here is related section from UpgradePacks, however i do not know how to parse the last line.
[UpgradePack 18]
ID= UpackSJRadarPorpoise
NameDisplayable= SJ Surface Search Radar
Info=SJRadarInfo
Notes=SJRadarNotes
FunctionalType= UpFTypeSensorRadar
UpgradePackSlotType= SurfaceRadarPorpoise
Type=NULL
;UpgradePackInterval=1942-06-01, 1943-09-01
UnitUpgradePackIntervalOptionCurrent= 1942-06-01, 1942-10-31, 0
UnitUpgradePackIntervalOptions1=1942-06-01, 1942-10-31, 0
UnitUpgradePackIntervalOptions2=1942-11-01, 1942-12-31, 0
UnitUpgradePackIntervalOptions3=1943-01-01, 1944-06-18, 0
IDLinkUpgradePackElements= SJRadarApp, NULL, SJRadarAntennaEarlyPorpoise, SJRadarAntennaEarlyPorpoise2
then i compared the antenna section after the upgrade with the antenna section before the upgrade and i discovered that the upgrade neglected to add a piece of equipment, namely the actual antenna mast.
https://i.ibb.co/nQ652Fp/Picture0122.jpg
not sure where to go because i do not know where i am.
You are missing a "translation" file in your radar "hunt"... Firstly though, first things first - lol - The "ActiveUserPlayerUnits" part that you point to (the same thing as in NSS_SubName.upc) is the "Slot" something sits in. If it is "upgradeable", it will show "AcceptedType" as "NULL". Otherwise, the gear is named at that slot entry, and it will not be found in an UpgradePackSlot in the section below. For radars, you will often find a "UserPlayerUnit 1.Compartment x.EquipmentSlot y" in the submarine's hull upc and a similar entry of "UnitPart x.Compartment y.EquipmentSlot z" in the UnitPartsXSubName.upc file that holds additional entries. After the equipment entries in the NSS_SubName.upc file is the UpgradePackSlots that list all of the possible upgrades for the slots listed above and in the matching UnitPartsXSubName.upc for the conning tower(s). Those entries point to the slots above for the mounting location(s), as well back to the UpgradePacks.upc file. Inside that UpgradePacks.upc file, you will find how it is "built" from pieces of the Equipment.upc file (or Weapons in the case of guns). That file is where you will find the "ExternalLinkName3D=" line that puts you into the SensorsSub (or other) files. If that "ExternalLinkName3D=" is "NULL", then it is a "virtual" entry. The PPI and A-Scope cabinets are such. From the looks of things, going by the "builds" of the parts into UpgradePacks, it does look like the intention was to have at least some of the "virtual" entries be actual 3D pieces of gear. It is possible to do that, but would be a major undertaking... Anyway, look in the Equipment.upc file (based upon what is found in the UpgradePacks.upc "build") for the "link" to the sensors file... From that info, you might be able to edit the ActiveUser... and other associated files in the Save folder. Back-up all data there first, of course... :o :salute:
KaleunMarco
10-23-23, 11:18 AM
You are missing a "translation" file in your radar "hunt"... Firstly though, first things first - lol - The "ActiveUserPlayerUnits" part that you point to (the same thing as in NSS_SubName.upc) is the "Slot" something sits in. If it is "upgradeable", it will show "AcceptedType" as "NULL".
Otherwise, the gear is named at that slot entry, and it will not be found in an UpgradePackSlot in the section below. For radars, you will often find a "UserPlayerUnit 1.Compartment x.EquipmentSlot y" in the submarine's hull upc and a similar entry of "UnitPart x.Compartment y.EquipmentSlot z" in the UnitPartsXSubName.upc file that holds additional entries. After the equipment entries in the NSS_SubName.upc file is the UpgradePackSlots that list all of the possible upgrades for the slots listed above and in the matching UnitPartsXSubName.upc for the conning tower(s). Those entries point to the slots above for the mounting location(s), as well back to the UpgradePacks.upc file. Inside that UpgradePacks.upc file, you will find how it is "built" from pieces of the Equipment.upc file (or Weapons in the case of guns).
That file is where you will find the "ExternalLinkName3D=" line that puts you into the SensorsSub (or other) files. If that "ExternalLinkName3D=" is "NULL", then it is a "virtual" entry. The PPI and A-Scope cabinets are such. From the looks of things, going by the "builds" of the parts into UpgradePacks, it does look like the intention was to have at least some of the "virtual" entries be actual 3D pieces of gear. It is possible to do that, but would be a major undertaking... Anyway, look in the Equipment.upc file (based upon what is found in the UpgradePacks.upc "build") for the "link" to the sensors file... From that info, you might be able to edit the ActiveUser... and other associated files in the Save folder. Back-up all data there first, of course... :o :salute:
thanks for the explanation, PB.
armed with the above, i still couldn't figure out what was wrong.
so, i started a new Porpoise career with a starting date of mid-1943 in order to see how the game would build a Porpoise in the same time period assuming that the newer conning tower and equipment would be included. and it was.
i then compared ActiveUserPlayerUnits of the upgraded Porpoise to the same file in the mid-1943 Porpoise. the results showed that the upgraded Porpoise was missing an equipment entry:
[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 1.EquipmentSlot 1.Equipment]
ID=SJRadarAntennaEarlyPorpoise2
NameDisplayable=Radar Mast (SJ)
EquipmentInterval=1900-01-01, 1999-12-31
EquipmentSlotType=NULL
ExternalLinkName3D=NSS_EarlySJ_PClass_Mount
FunctionalType=EqFTypeRadarAntennaSJEarly
i guess you could say that this could be the root cause of the radar not working, eh?:ping:
so, i cut-paste the equipment definition from the Mid-1943 model to the upgraded model and shoved off. when i checked the radar function, eh voila, it worked. whew.
so, now, the question is: how could SH4 execute a programmed upgrade and forget to install a piece of equipment?:doh:
propbeanie
10-23-23, 07:42 PM
... uhhh... Deck Guns??
:har:
https://media.tenor.com/-ggAglFLYWUAAAAC/batman-riddler.gif
KaleunMarco
10-23-23, 08:09 PM
... uhhh... Deck Guns??
:har:
ok, ok, deck guns.:D
now a radar antenna.
the hits just keep on coming. :o
:wah::har:
KaleunMarco
10-27-23, 09:47 AM
Career Start December 1941 in Manila driving a Porpoise.
The Porpoise has four conning towers available, the second tower (first upgrade) is available January 1943.
The third tower (second upgrade) is available April 1943.
It took several missions during 1943 to actually get it.
https://i.ibb.co/4pLRhWh/SH4-Img-2023-10-27-09-36-29-440.png
on the last two 1943 missions, we took damage, including hull damage, and attained a mission rating of two in each.
And so, it continues to play out in the US Pacific portion of SH4 that a conning tower upgrade requires multiple, consecutive missions with damage incurred and a mission rating greater than 1. It seems, and I stress seems, that a mission rating of three disqualifies the upgrade. Twos and ones along with consecutive missions with some hull damage seem to cause the upgrade.
Next upgrade is August 1944 and it appears to be just a paint job.
:Kaleun_Salute:
KaleunMarco
11-02-23, 06:55 PM
Career Start December 1941 in Manila driving a Porpoise.
The Porpoise has four conning towers available, the second tower (first upgrade) is available January 1943.
The third tower (second upgrade) is available April 1943.
It took several missions during 1943 to actually get it.
https://i.ibb.co/4pLRhWh/SH4-Img-2023-10-27-09-36-29-440.png
on the last two 1943 missions, we took damage, including hull damage, and attained a mission rating of two in each.
And so, it continues to play out in the US Pacific portion of SH4 that a conning tower upgrade requires multiple, consecutive missions with damage incurred and a mission rating greater than 1. It seems, and I stress seems, that a mission rating of three disqualifies the upgrade. Twos and ones along with consecutive missions with some hull damage seem to cause the upgrade.
Next upgrade is August 1944 and it appears to be just a paint job.
:Kaleun_Salute:
i think i have this figured out.
August 5, 1944. last two missions we took hull damage. this mission, which just ended, successfully, we took hull damage and were awarded a two for the mission and we received the fourth and final conning tower upgrade to the Porpoise. my apologies for not capturing the upgrade screen. for some reason ctrl+f11 did not work this time. stupid game.
anyway, the US tower upgrade seems to require at least two preceding missions with hull damage and a mission rating of one or two but not three.
i intend to move on to another boat class and keep trying to solidify the requirements for a tower upgrade for US boats.
:Kaleun_Salute:
propbeanie
11-02-23, 10:41 PM
We'll have to gather up all of your "study" posts, and compile them into a pdf. Maybe title it "An Exercise In Frustration"... ?? :salute:
KaleunMarco
11-03-23, 08:19 AM
i'm playing RFB v2.0 with RSRDC v5.75 and i am not experiencing the fatigue issue, but i am not using any environmental mod unless you count Webster's Visibility Mod and that only changes two files, neither of which have anything to do with the crew.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_RFB\MODS]
1_RFB_2.0
2_RFB_2.0_Patch_23April2010
3_SMMO for RFB 2.0
4_RFB_2.0_Patch_06June2019
5_Stop The Shouting
6_OTC RFB 2.0
61_OTC_Gato Sonar Bearing Fix
7_Increased binoculars for RFB OTC
8_09_RSRDC_RFB_V575
8_RFB_LocNames
805_U.S. Medals Fix II_RFBv1.52
81_Clean and Quiet Map
82_Webster's 300' Underwater Visability for v1.5
83_3000 Yard Bearing Tool (1920x)
9_RFB_Corrections
i am moving on from Porpoise to Sargo, using the same mod set.
when i reviewed the conning towers for the Sargo, i discovered that the RFB Team (LukeFF) changed that whole set up for the Sargo with RFB 2.0. Sargo has a completely different set of files than its sister class the Salmon.
Referencing only Sargo now, Stock has three tower configs with overlapping dates and RFB 2.0 has four.
the odd thing about RFB is that tower two has a prewar date range, which basically negates it use in the game. i've read through all of the available documentation for RFB v2.0 and there is no mention of reworking any of the conning tower configs. So, RFB modded Stock to add a config but invalidated one at the same time.
the Salmon towers have four configs and follow the typical date ranges.
does anyone know why LukeFF/RFB Team configured the Sargo under RFB in this manner?
KaleunMarco
11-08-23, 12:25 PM
has anyone run into this issue?
two ways to train the deck gun to a target:
zoom in and then rotate the barrel to point at the target
rotate the barrel and then zoom in.
#1 works flawlessly.
#2 will cause the game to freeze as soon as you stop rotating the weapon.
i have experienced this using just about all mod-sets: FOTRSU, TMO, and now RFB/RSRD.
if you have experienced this, how did you fix it?
:Kaleun_Salute:
propbeanie
11-10-23, 12:24 PM
The #2 method is the best way to do it, and it should NOT cause a CTD... in any mod set... If you had a "gun fix" kind of thing, I might be suspicious of that, but you don't... I would be tempted to re-order your mod list, though I doubt it would help:
A_RFB_2.0
B_RFB_2.0_Patch_23April2010
C_RFB_2.0_Patch_06June2019
D_RFB_Corrections (?? - check it first)
E_RSRDC_RFB_V575
F_RSRDC Patch (not necessary - traffic fix)
G_OTC RFB 2.0
H_Increased binoculars for RFB OTC
I_U.S. Medals Fix II_RFBv1.52 (might conflict with OTC's Medals)
J_OTC_Gato Sonar Bearing Fix
K_SMMO for RFB 2.0
L_Clean and Quiet Map (does it conflict with the above??)
M_Stop The Shouting
N_RFB_LocNames
O_Webster's 300' Underwater Visability for v1.5
P_3000 Yard Bearing Tool (1920x)
Not that a re-ordering would help the deck gun aiming, but you should get a more-accurate mix of the mods.
Have you done any Save folder editing to the deck guns? :salute:
KaleunMarco
11-12-23, 10:35 AM
Career Start December 1941 in Manila driving a Sargo.
The Sargo has four conning towers available, the second tower (first upgrade) is available September 1942.
The third tower (second upgrade) is available March 1943.
The fourth one (third upgrade) is available March 1944 and i think this is just a paint job.
Just received the first upgrade in late January 1943. It took several missions between September and January to actually get it.
https://i.ibb.co/3Nhmk4q/SH4-Img-2023-11-12-09-26-00-729.png
on the last two missions, we took damage, including a bit of hull damage, and attained a mission rating of two in each.
And so, it continues to play out in the US Pacific portion of SH4 that a conning tower upgrade requires multiple, at least two consecutive missions with damage incurred and a mission rating greater than 0. It seems, and I stress seems, that a mission rating of three disqualifies the upgrade. Twos and ones along with consecutive missions with some hull damage seem to cause the upgrade.
KaleunMarco
11-12-23, 10:55 AM
with the aforementioned upgrade, we received lots of new goodies although Ubi continues to screw it up.
they reset all of the radar options so i had to re-select both the SJ and SD options. when i did a quick shove-off to check, the SJ was not working...again.
i wonder if they forgot to install the antenna like they did with the Porpoise. (they did forget the antenna)
then, they also screwed up the Hogan's Alley and DC positions. previously i modified the UPC setup to include 15 billets in each, but it was ignored in the upgrade. i keep wondering from where are they pulling the ActiveUser definitions because they sure as heck are not pulling them from the Submarines\NSSSargo folder.:timeout:
and they also munged-up the Deck gun crew positions. i upgraded both type (4 inch) and mount (fore vs aft) and the positions disappeared.
{sigh} what a piece of crap. remind me: why am i still playing?:doh::D
KaleunMarco
11-12-23, 11:09 AM
what is/are the connection(s) between the UPC, Upgrades, and Equipment files for upgradable equipment like surface radar?
i am trying to debug the upgrade process in RFB/RSRD because they are clearly messed up for more than one boat.
i THINK it has something to do with the name connectivity between the three files mentioned above however, there is something, a reference, something that is breaking the connection(s).
it would help to know how these three files reference each other for SJ radar equipment. There is a disconnect among these three references...or...there is a fourth reference in a fourth file. (or fifth or sixth or .....)
From ActiveUser
[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 1.EquipmentSlot 1]
ID=SurfRadarAntennaMed
NameDisplayable=Surface Radar Antenna
Type=NULL
AcceptedTypes=NULL
UserCustomizable=Yes
ExternalNodeName3D=R01
ExternalDamageZoneTypeID3D=230
IDLinkEquipmentLoaded=NULL
From Equipment.upc
[Equipment 30]
ID=SJRadarAntennaEarly
NameDisplayable= Radar Mast (SJ)
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NSS_EarlySJ_03
Hitpoints= 200
DamageDescription1= NULL,0,0.1,0,0.1,1,small malfunction,0,0,NULL,0.1,0.3,40
DamageDescription2= NULL,0.1,0.3,0.1,0.2,1,significant malfunction,0,0,NULL,0.3,0.3,320
DamageDescription3= NULL,0.3,0.5,0,0,1,severe malfunction,0,0,NULL,0.5,0.3,960
DamageDescription4= NULL,0.5,1,0,0,1,equipment unserviceable,0,0,NULL,1,2,216000
[Equipment 31]
ID=SJRadarAntennaLate
NameDisplayable= Radar Mast (SJ)
FunctionalType= EqFTypeRadarAntennaSJLate
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NSS_LateSJ
Hitpoints= 200
DamageDescription1= NULL,0,0.1,0,0.1,1,small malfunction,0,0,NULL,0.1,0.3,40
DamageDescription2= NULL,0.1,0.3,0.1,0.2,1,significant malfunction,0,0,NULL,0.3,0.3,320
DamageDescription3= NULL,0.3,0.5,0,0,1,severe malfunction,0,0,NULL,0.5,0.3,960
DamageDescription4= NULL,0.5,1,0,0,1,equipment unserviceable,0,0,NULL,1,2,216000
From Unitparts_Sargo
[UnitPart 2.Compartment 1.EquipmentSlot 1]
ID= SurfRadarAntennaMed
NameDisplayable= Surface Radar Antenna
Type=NULL
AcceptedTypes= NULL
UserCustomizable=Yes
IDLinkEquipmentIntervalDefault1= NULL, NULL, NULL
ExternalNodeName3D= R01
ExternalDamageZoneTypeID3D= 230
EDIT:
there is a fourth file.....i forgot to include Sargo.sns.
i see one disconnect. the date ranges here do not match the date ranges in the UPC files. i'll have to square up those items.
[Sensor 9]
NodeName=R01
LinkName=NSS_EarlySJ_PClass_Mount
StartDate=19420701
EndDate=19430515
[Sensor 10]
NodeName=R01
LinkName=NSS_EarlySJ_Mount
StartDate=19430516
EndDate=19430630
[Sensor 11]
NodeName=R01
LinkName=NSS_LateSJ_Mount
StartDate=19430701
EndDate=19451231
propbeanie
11-13-23, 12:29 AM
The Equipment.upc file in the Data UPCData UPCUnits folder holds the pieces of the radar and sonar devices (along with others), including the "cabinets", masts & antenna. Notice that the "cabinets" (aka: 'apps') will use a "ExternalLinkName3D=" setting set to NULL, since those 3D pieces are already part of the interior model, and do not change. However, the mast and antennas have the name of the device after that "ExternalLinkName3D=" line, and it points to the mast and antenna in the Sensors_sub_US files in the Data Library USSubParts folder. Those HAVE to match the Data Objects "Conning_SubName_0X file. In other words, the conning tower might require a radar mast that is "supported", ie: has bracing to hold it in place. Or it might require and "unsupported" mast, since the conning tower has integral support for the mast (such as the Balao, among others). Some of the boats change the mast type with the conning tower call, which is where a LOT of trouble comes in. This was the main reason CapnScurvy simplified the conning towers in initial releases of FotRSU by changing which towers were called for which boat. This did cause issue with the radio masts sometimes being set in the middle of hatches, or the cabling not matching the boat.
But it is not as easy as just that of course, since there is also the UpgradePacks.upc file in that Data UPCData UnitsData folder. It takes the "pieces" in the Equipment.upc and puts them into "packs" for installation on the boat. Add to all of that, the fact that some devices have mount points in both the boat AND the conning tower. Notice that there are regular "slots" in the body of the NSS_SubName.upc file for the equipment (and weapons and crew), and those will have the "Node" names with them, such as "R01", etc. Plus, the equipment UpgradePackSlot section below those for the "upgrades" that are in the NSS_SubName.upc file in the Data Submarine NSS_SubName folders. All of those have to be set correctly and match one another. Add further complexity with somewhat "matching" entries for some of the equipment in the "UnitParts#SubName.upc file, and all of its various "UnitPart#" sections for each of the conns in the Objects folder...
https://www.youtube.com/watch?v=cuFOkAL8ihM
I'm not confused, just lost - and probably forgot something... :salute:
KaleunMarco
11-18-23, 05:09 PM
Career Start December 1941 in Manila driving a Sargo.
The Sargo has four conning towers available, the second tower (first upgrade) is available September 1942.
The third tower (second upgrade) is available March 1943.
The fourth one (third upgrade) is available March 1944 and i think this is just a paint job.
Just received the second upgrade in late August 1943. It took a few missions between March and August to actually get it.
https://i.ibb.co/x65RNwd/SH4-Img-2023-11-18-15-55-55-552.png
on the last two missions, we took damage, including a bit of hull damage, and attained a mission rating of two in each.
And so, it continues to play out in the US Pacific portion of SH4 that a conning tower upgrade requires multiple, at least two consecutive missions with damage incurred and a mission rating greater than 0. It seems, and I stress seems, that a mission rating of three disqualifies the upgrade. Twos and ones along with consecutive missions with some hull damage seem to cause the upgrade.
as i solve one puzzle another appears. it seems that with RFB + RSRD, each conning tower upgrade fails to insert a surface radar antenna which makes the radar non-functional until i do a manual insertion of the missing piece. takes all of the fun out of solving the conning tower upgrade mystery.:wah:
if anyone can figure out how to fix the radar antenna issue, please let me know, as i have not been able to find the "bug".
:Kaleun_Salute:
propbeanie
11-18-23, 08:19 PM
I do not see any upc files in RSRDC that would affect the UnitParts or the Submarine folders... ?? I wonder what kicks it in the nuts? Oh! Wait! It's SH4... :salute:
as i solve one puzzle another appears. it seems that with RFB + RSRD, each conning tower upgrade fails to insert a surface radar antenna which makes the radar non-functional until i do a manual insertion of the missing piece. takes all of the fun out of solving the conning tower upgrade mystery.:wah:
if anyone can figure out how to fix the radar antenna issue, please let me know, as i have not been able to find the "bug".
:Kaleun_Salute:
Possible answer is a tench boat from fotrsu, absolutely everything in it has been transferred from the conning tower to the hull.
And in your boat, move only your ground radar from the conning tower to the hull, and don’t touch the rest.
I don’t know whether such a scheme will work or not.
KaleunMarco
11-19-23, 10:22 AM
I do not see any upc files in RSRDC that would affect the UnitParts or the Submarine folders... ?? I wonder what kicks it in the nuts? Oh! Wait! It's SH4... :salute:
yes....{sigh}....it's SH4.
i wish i could figure out from which file the antenna comes. then i could try and work a fix into the process.
but there is a .dat, .egp, .sns, multiple .upc files.
as Dilbert was so fond of saying: GAAAAAHHH!
KaleunMarco
11-19-23, 04:35 PM
riddle me this, Boy Wonder.
How does a photo target sink (itself)?
yes, that green sunk-ship icon is a Target1 photo target and it sank itself.
i mean, really, cmon.
https://i.ibb.co/TkKzpzP/SH4-Img-2023-11-19-15-31-09-168.png
propbeanie
11-20-23, 10:46 AM
Ah-yesh, would you believe the ole "rough seas sink loose ships" trick??
https://www.youtube.com/watch?v=bA-UPrK_x-k
KaleunMarco
11-20-23, 01:23 PM
Ah-yesh, would you believe the ole "rough seas sink loose ships" trick??
no.
it was a beautiful, sunny day in the South Pacific.
The melody of Bali-Hai was wafting in the breeze.
https://www.youtube.com/watch?v=RwYvWF5j0a8&pp=ygUNc291dGggcGFjaWZpYw%3D%3D
:har:
propbeanie
11-21-23, 08:43 AM
Well, however long it took to get there, might have been local storms prior to your arrival. Also, the game gets really squirrelly if a "ship" is set in too shallow of water, of which, the Target assets are invisible ships (to the player's eye anyway), so it might be that they self-destructed in the shallow water. Plus, don't forget about the "drift" factor that is alive and well in the game. Besides other unknown "requirements" of the game, the Targets should have a Speed=0, a waypoint set at least 1000m away, a "Head to waypoint" set, and a GameEntryDate and Time set to a time near mission time. You could also experiment between "EvolveFromEntryDate=" of "true" (the asset is placed where the game calculates it would be when it "spawns" from you getting close enough) and "falses" (it spawns where set when you get close enough). Triggering the asset into existence is also an option, though does complicate things needlessly sometimes... :arrgh!:
KaleunMarco
11-21-23, 10:27 AM
Well, however long it took to get there, might have been local storms prior to your arrival. Also, the game gets really squirrelly if a "ship" is set in too shallow of water, of which, the Target assets are invisible ships (to the player's eye anyway), so it might be that they self-destructed in the shallow water. Plus, don't forget about the "drift" factor that is alive and well in the game. Besides other unknown "requirements" of the game, the Targets should have a Speed=0, a waypoint set at least 1000m away, a "Head to waypoint" set, and a GameEntryDate and Time set to a time near mission time. You could also experiment between "EvolveFromEntryDate=" of "true" (the asset is placed where the game calculates it would be when it "spawns" from you getting close enough) and "falses" (it spawns where set when you get close enough). Triggering the asset into existence is also an option, though does complicate things needlessly sometimes... :arrgh!:
so, that parm means let the ship travel from where it is to where it would be, using the speed, direction, and starting dates as directors?
i always thought that EvolveFromEntryDate had to do with evolving the equipment, upgrades, etc.
nice naming convention. (don't get me started on that topic :har:)
propbeanie
11-21-23, 10:34 AM
It does also update the equipment. The "travel" is not only what is set for speed and direction though, but also for the "simulated" drift, which varies seemingly from ship to ship from some unknown parameter in some unknown file... one ship drifts, the next holds fast, both under the same circumstances, and is also found to have different effects upon Stock ships, such as the Furutaka drifting, while the Mogami does not... TC also affects the "phenomenon", or "design feature", dependent upon which side of the view you stand on... :arrgh!:
KaleunMarco
11-22-23, 09:35 AM
It does also update the equipment. The "travel" is not only what is set for speed and direction though, but also for the "simulated" drift, which varies seemingly from ship to ship from some unknown parameter in some unknown file... one ship drifts, the next holds fast, both under the same circumstances, and is also found to have different effects upon Stock ships, such as the Furutaka drifting, while the Mogami does not... TC also affects the "phenomenon", or "design feature", dependent upon which side of the view you stand on... :arrgh!:
pb,
got your discord-message: they keep changing things at discord and i do not use it enough to keep up. what can i say?
i would have replied via PM but i am out of space and do not have the energy (at this time) to delete.
not sure i understand the subtleties of neutral v environmental but RFB gives only two choices for photo targets if one does not want to use enemy ships.
it is a shame that Ubi didn't allow the targeting of shore batteries or ports or airfields. then we could have used those targets for recon-photos. but the list of what they should have done is long and distinguished.
BTW, i have been upgrading/rewriting RFB missions and fixing errors as i play through the various careers with different boats. if you are thinking of re-releasing RFB, we should collaborate.
:Kaleun_Salute:
km
propbeanie
11-24-23, 09:42 AM
Understood. You could try the "LCD_SearchLight" in the Land folder also. I did an experiment with it before, but do not remember how it did - other than if you use an "enemy" light, it does light up and "spot" your periscope faster than a 20mm AA gun does... :o - and then calls in the cavalry, such that any nearby ship or plane will show-up shortly :har: - Seems to me though that it does not give "points" and therefore will not photograph... Foto missions and all the other SpecOps definitely needed to be refined in the game, but most importantly, the "Timer" thingie should have been a true date-based time, and not an elapsed time doomahickey... Hopefully, that's not too technical for others to follow... :doh: :roll: :D
KaleunMarco
11-25-23, 05:35 PM
Career Start December 1941 in Manila driving a Sargo.
The Sargo has four conning towers available, the second tower (first upgrade) is available September 1942.
The third tower (second upgrade) is available March 1943.
The fourth one (third upgrade) is available March 1944 and i think this is just a paint job.
Just received the last upgrade in March 1944.
https://i.ibb.co/PgdyDZc/SH4-Img-2023-11-25-15-42-37-037.png
on the last two missions, we took damage, including a bit of hull damage, and attained a mission rating of two in the first and one in the second.
And so, it continues to play out in the US Pacific portion of SH4 that a conning tower upgrade requires at least two consecutive missions with damage incurred and a mission rating greater than 0. It seems, and I stress seems, that a mission rating of three disqualifies the upgrade. Twos and ones along with consecutive missions with some hull damage seem to cause the upgrade.
also....i should be mentioning this in each post on the update topic.
my apologies: in the V1.5 Pacific career, in order to get a conning tower upgrade, in addition to achieving the conditions stated above, the boat you are driving CANNOT be eligible for a boat replacement. For example, if you are driving a Porpoise and want to drive her with an upgraded conning tower at some point in the war, all of the better boats (Sarge,Gar,Gato,Balao,Tench) must have an Upgradeclass equal to or less than the Upgradeclass of the Porpoise. that value is in the NSS_Subname.upc file(s).
with the upgrade mentioned above, they reset all of the radar options so i had to re-select both the SJ and SD options. when i did a quick shove-off to check, the SJ was not working...again. they forgot to install the antenna like they did with the Porpoise and the earlier Sargo conning tower upgrades.
then, they also screwed up the Hogan's Alley and DC positions. previously i modified the UPC setup to include 15 billets in each, but it was ignored in the upgrade. i keep wondering from where are they pulling the ActiveUser definitions because they sure as heck are not pulling them from the Submarines\NSSSargo folder.
:Kaleun_Salute:
KaleunMarco
11-26-23, 07:12 PM
Has anyone attempted to play a Narwhal under RFB and seen some missing equipment in your boat configurations? Like messed up deck guns as well as funky-looking radar?
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4_RFB\MODS]
1_RFB_2.0
2_RFB_2.0_Patch_23April2010
3_RFB_2.0_Patch_06June2019
4_RSRDC_RFB_V575
propbeanie
11-27-23, 09:07 AM
Are you doing the separate Bonus Narwhal download there KM, or the Pseudo Narwhal from TMO? You might be missing Library files, and/or the boat is calling a different device than what is in RFB, but that has the same name... ??
KaleunMarco
11-27-23, 06:30 PM
Are you doing the separate Bonus Narwhal download there KM, or the Pseudo Narwhal from TMO? You might be missing Library files, and/or the boat is calling a different device than what is in RFB, but that has the same name... ??
i am using what you see in my config.
i stripped everything else out just to be sure.
is there a separate modset for Narwhal under RFB/RSRD? (i did not look)
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