View Full Version : [REL] Real Fleet Boat 2.0
propbeanie
11-27-23, 08:04 PM
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)
That would be the Pseudo Narwhal that came in the RSRDC mod then. Be sure you're not over-writing parts of it with the patches and other files afterwards - which ain't easy to do... I also am not certain as to how "compatible" it is in RSRDC. You could always try to use the Bonus Narwhal and its "Narwhal Graphics Support" add-on, both on the Bonus Downloads page.
KaleunMarco
11-27-23, 08:38 PM
That would be the Pseudo Narwhal that came in the RSRDC mod then. Be sure you're not over-writing parts of it with the patches and other files afterwards - which ain't easy to do... I also am not certain as to how "compatible" it is in RSRDC. You could always try to use the Bonus Narwhal and its "Narwhal Graphics Support" add-on, both on the Bonus Downloads page.
d/l the New_Narwhal_K_v_1.8.5.7z file. i think it is the Bonus Mod. Team Keltos made several Narwhal mods and it is not clear which is compatible under which circumstances.
loaded this onto the config previously posted and it appears to be "better" than the RFB/RSRD Narwhal.
https://i.ibb.co/BV6fM3Z/SH4-Img-2023-11-27-19-30-09-342.png
however, i will have to cleanup the Crewmember Slots before i can shove off on a test run. do not laugh too loudly or you will hurt yourself.
https://i.ibb.co/Wv5t25q/SH4-Img-2023-11-27-19-30-16-993.png
i can fix this...takes about 30 mins. what i do not want to do is fix the crew, take her out for a spin and discover model looks good but does not work.
+++++++
p.s. well......it did work, partially.
as we shoved off on what i would call a shakedown cruise, i was handed eight Menu ID Not Found errors. Now i get to hunt them down. {are we having fun, yet?}
it would appear that driving a Narwhal with RFB+RSRDC will require a very unique configuration, certainly not one that is off-the-shelf.
:Kaleun_Salute:
propbeanie
11-28-23, 08:00 AM
If you decide to continue with the endeavor, Onkel Neal might want to use your "Bonus Narwal RFB/RSRDC Config" mod... :yeah: lol - Don't forget now, you can edit the Save folder for your crew slots, but any conn 'Updates' will wipe them out, as you previously experienced. You also want to update the "base" upc files in the Submarine and UPCData \UPCUnitsData \UnitParts#SubName upc files ~AFTER~ proof-of-concept is complete. Nothin' to it 'cept to do it (and then go crazy and cross-eyed)... :arrgh!:
KaleunMarco
11-28-23, 05:13 PM
Don't forget now, you can edit the Save folder for your crew slots, but any conn 'Updates' will wipe them out, as you previously experienced. You also want to update the "base" upc files in the Submarine and UPCData \UPCUnitsData \UnitParts#SubName upc files ~AFTER~ proof-of-concept is complete. Nothin' to it 'cept to do it (and then go crazy and cross-eyed)... :arrgh!:
my plan is to edit the "base" files so that the process works as it is supposed to.
the Menu ID errors encountered as we begin our first mission are due to a conflict between SMMO and RSRDC_RFB_V575 in the menu_1024_768.ini file. i am not sure how i want to "fix" this.:wah::hmmm::timeout:
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
4_5_New Narwhal K v 1.8.5
5_0_OTC RFB 2.0
5_1_Increased binoculars for RFB OTC
6_1_OTC_Gato Sonar Bearing Fix
6_3_SMMO for RFB 2.0
propbeanie
11-30-23, 07:15 AM
The Bonus Narwhal of course, would not be 'compatible' with OTC, in that you would not have the conn centering effect. However, OTC makes changes to the menu_1024_768.ini file, that are over-written by SMMO. I would be tempted to reverse their activation order, and see what you lose of SMMO... CapnScurvy's periscope, TBT, binocs and gun sites in OTC are quite accurate, and are probably the source of the differences, in addition to the actual command lay-out...
KaleunMarco
12-09-23, 05:39 PM
ok, here is another good one to mull over.
it is mid-December, 1942. we are heading roughly east, towards Midway Atoll, returning from an extended recon/patrol.
on the way at approximately 141+ E Long and 29+ N Lat, we encounter a troop "convoy" that consists of one Huge Liner and three escorts. it is headed roughly N by NW at 12 kts, at the time of it's spawn into individual ships.
at that time, the liner begins a continuous series of clockwise circles with the escorts trying to keep up and not get run over.
yes, it's doing doughnuts in the middle of the Pacific. i am trying to figure out why.
i've seen this behaviour previously but this time i did a bit more research.
has anyone else experienced a convoy or task force running around in a circle?
:hmmm:
propbeanie
12-11-23, 10:16 AM
There are probably other reasons, but the main one is the grouping's ships are set too close to each other, and the "collision avoidance" is constantly engaged. The liner is probably trying to avoid the closest ship to it, so constantly helms away from it, while all the other escorts are trying to avoid the Liner... The game has a "minimum" spacing of 500 meters between ships, but that is center-point to center-point on the ships. If a ship is 500m long, it has already eaten half of that distance with its on hull. Add the 110m of an escort, and it is sensing an imminent collision constantly... pia to correct, but it is doable. SH3 has Hebe's mySH3-Tool that does flag all such groupings, but alas, that is not enabled for the SH4 game as of yet. We'll have to do some more, and stronger arm twisting... :arrgh!: :salute:
KaleunMarco
12-11-23, 02:45 PM
There are probably other reasons, but the main one is the grouping's ships are set too close to each other, and the "collision avoidance" is constantly engaged. The liner is probably trying to avoid the closest ship to it, so constantly helms away from it, while all the other escorts are trying to avoid the Liner... The game has a "minimum" spacing of 500 meters between ships, but that is center-point to center-point on the ships. If a ship is 500m long, it has already eaten half of that distance with its on hull. Add the 110m of an escort, and it is sensing an imminent collision constantly... pia to correct, but it is doable. SH3 has Hebe's mySH3-Tool that does flag all such groupings, but alas, that is not enabled for the SH4 game as of yet. We'll have to do some more, and stronger arm twisting... :arrgh!: :salute:
i thought of that but the behaviour is repetitive...and does not stop until i leave the area and the RGG "unspawns" back to one entity. The one-and-only non-combatant ship just keeps making circles and the escorts run around her like The Three Stooges.
the troop convoy groups that i am thinking are the culprits all have Spacing = 700 (meters). the troop ship in question was a Kiturin which is 130m. that kinda led me to believe that spacing was not the issue. (700/130 = 5.3)
initially i was leaning toward the issue is that the Leader did not spawn and the ship selected by the AI as replacement-Leader had a poor skill rating. but that was not the case either, as the Leader was one of the escorts and not the unspawned ship and the DD had Elite skills. One would think that the Elite-Leader would have the RGG making progress, on course, on time, towards the destination.
JohnsAviation
01-09-24, 02:02 PM
Hey boys, sorry if im about to necro this thread but i have nowhere else to turn and dont have alot of modding experience to fix my problem.
anyone might know how to fix the empty gauges inside my fleetboat?
https://www.subsim.com/radioroom/attachment.php?attachmentid=5907&stc=1&d=1704826464
i recently started playing SH4 and i noticed that the gauges on the Narwhal class are fine but the Tambor ones are not. why is that?
im only using RFB_2.0 and the patch, followed by FotRS in that order. im unsure if its the supermod thats causing this or the fleetboat mod but since its related to the ship i decided to post this here. any tips are appreciated!
KaleunMarco
01-09-24, 03:00 PM
im only using RFB_2.0 and the patch, followed by FotRS in that order.
there is your root cause.
RFB and FOTRSU are stand-alone megamods and are not combinable...in any order.
Play one OR the other...not both at once.
:Kaleun_Salute:
JohnsAviation
01-09-24, 04:58 PM
Play one OR the other...not both at once.
Now i just feel silly, thank you for letting me know im still super new to all of this and its been a couple of long months. i removed RFB and the problem is still happening, one step closer to fixing this mess! im gonna see whatelse i can comeup with... oh and thank you for replying so fast! it really helps! :Kaleun_Cheers:
KaleunMarco
01-09-24, 07:27 PM
Now i just feel silly, thank you for letting me know im still super new to all of this and its been a couple of long months. i removed RFB and the problem is still happening, one step closer to fixing this mess! im gonna see whatelse i can comeup with... oh and thank you for replying so fast! it really helps! :Kaleun_Cheers:
that result is also due to inexperience. do not feel embarrassed. we have all been where you are.
when one wants to set up a new meg-mod config, they have to (must?) start from scratch. this means not only a fresh, unmodded SH4 folder but also a fresh Save Folder.
hopefully you are using JonesSoft Generic Mod Enabler (JSGME). if you are not, i strongly suggest that you start. i am pretty sure that it is included in the FOTRSU download zip file.
let's say that you are using JSGME. so, you probably backed out FOTRSU, restarted SH4 and then reloaded your saved career. that's not going to work for you. in your use-case, you would not only need to back out FOTRSU but you would also need to delete your Save Folders and then start a new career. Save Folder are stored here:
\Documents\SH4(or some other TLA)\data\cfg\
as you evolve your SH4 experience, you are probably going to want to have more than one megamod available to play. at that point you would want to use MultiSH4, which is also included in the FOTRSU download. but don't rush things. actually, i suggest playing Stock (unmodded SH4) for a career or two just to get the feel of things.
in either case, good luck!
:Kaleun_Salute:
propbeanie
01-09-24, 10:18 PM
i thought of that but the behaviour is repetitive...and does not stop until i leave the area and the RGG "unspawns" back to one entity. The one-and-only non-combatant ship just keeps making circles and the escorts run around her like The Three Stooges.
the troop convoy groups that i am thinking are the culprits all have Spacing = 700 (meters). the troop ship in question was a Kiturin which is 130m. that kinda led me to believe that spacing was not the issue. (700/130 = 5.3)
initially i was leaning toward the issue is that the Leader did not spawn and the ship selected by the AI as replacement-Leader had a poor skill rating. but that was not the case either, as the Leader was one of the escorts and not the unspawned ship and the DD had Elite skills. One would think that the Elite-Leader would have the RGG making progress, on course, on time, towards the destination.
So... why I did not actually "see" that part of your reply, I don't know, but... this is one of the Silent Hunter series things that have been around since the early SH3 days. They really should NOT have an escort as "leader"... I mean, what do they want? The ship to "escort" and do pirouettes and pinwheels about the convoy, cutting the ships off during their journey so they all look silly, or do they want the ship to "lead", and progress smoothly and at a steady speed from Point A to Point B... they cannot have both. So there is your "leader", able to do 30+ knots, spinning about the place, "escorting", while its charge(s), the Troop Transport, attempts to keep up with the "leader's" cartwheels, with a top speed of 21knots, maybe 24, depending upon the ship? And so they do their "dance" across the waves, ad infinitum ad nauseum... :arrgh!: - I would say to make the Transport the leader. :salute:
Axe1999
06-15-24, 02:21 PM
Hey everyone, loving the mod so far but I'm trying to download the TMO Plot mod to restore map contacts and all of the links I found are dead, anyone able to reupload it?
Aktungbby
06-15-24, 03:02 PM
Axel999!:Kaleun_Salute:
KaleunMarco
06-16-24, 09:44 AM
Hey everyone, loving the mod so far but I'm trying to download the TMO Plot mod to restore map contacts and all of the links I found are dead, anyone able to reupload it?
hello, axe.
if you want to restore map contacts, you really do not need a mod for that as that feature is controlled by a GamePlay Option.
While you are in-port, click on the Motorola Radio Set sitting on the file cabinets. then click on GamePlay Options. Make your selections and click Save Changes.
good luck!
:Kaleun_Salute:
Domanating
12-14-24, 10:50 AM
Hello. I've rediscovered this game after many years and I'm tackling it by trying a new super mod. I was a TMO+RSRDC enjoyer and decided to give RFB a go. The detailed damage and sinking mechanics described in the manual are intriguing but it mentions that only merchants, submarines and small warships have this mechanic (patch included).
Does that mean that Cruisers, CVs and Battleships have the stock HP based damage and sinking mechanics? If yes, is there another mod i could patch on top to address the untouched ship classes?
Cheers
Aktungbby
12-14-24, 10:56 AM
Domanating!:Kaleun_Salute:...after a 9-year 'silent run'!:up:
SubmarinerJoe
03-21-25, 11:27 AM
None of the download links work for me. Does anybody have another link to download this mod?
KaleunMarco
03-21-25, 03:48 PM
None of the download links work for me. Does anybody have another link to download this mod?
the very first link in the list (http://www.subsim.com/radioroom/downloads.php?do=file&id=1467&act=down) on Page One (https://www.subsim.com/radioroom/showthread.php?t=159709) works.
:Kaleun_Cheers:
SubmarinerJoe
03-21-25, 06:27 PM
the very first link in the list (http://www.subsim.com/radioroom/downloads.php?do=file&id=1467&act=down) on Page One (https://www.subsim.com/radioroom/showthread.php?t=159709) works.
:Kaleun_Cheers:
Just tried it again and it is now working for me. Not sure what was going on before. Thanks!
KaleunMarco
03-22-25, 09:00 AM
Just tried it again and it is now working for me. Not sure what was going on before. Thanks!
any time!!
:Kaleun_Salute:
Hi all, unsure if this thread is still being maintained.
I'm running 1.5 SH4 w/ RFB + patch + RSRDC + patch + ISP, and had a very weird issue today. Instead of running along their one- or two-degree gryo offset from the tube, all 8 of my torpedeos (four rear tubes, then four front tubes) took a 90° turn to the South-Southeast. Pictures below for clarity.
Are gyro malfunctions part of this mod, or did I foul something up? And if I did foul something up, what can I do differently to avoid this in the future?
Background: It's 1150 on December 31, approximately 19°16' N, 121°44' E. I've been tracking a Chitose seaplane tender and its two escorts for the past 4 hours, doing a wide end-around on the surface during daytime to put myself in proper firing position. I submerged 6,000 yds to port of the Chitose's track, then slowly creep forward to set up my stern tubes for a shot. I ended up approximately 2,000 yds to stardboard of the track before the shot.
Over the last 30 minutes, I've been checking and rechecking my solution to make sure it's perfect. The waves are choppy which makes things difficult, but I've narrowed down the Chitose's speed to somewhere between 6 to 7 knots. My potting room consistently gives me a course between 355° and 005° true, and I split the difference by using 000°.
I launched my four stern tubes at the Chitose. They're all launched at high speed, magnetic/contact, 10 feet of depth. The gyro angle is small (less than 10°), and I vary the gryo offset between +/-1° from the TDC calculations. Instead of running hot straight and normal, all four tubes take a hard 90° turn to the south.
"Huh," I think to myself. "That's weird."
I go to flank speed and quickly swing the boat around to port for another shot with the bow tubes. I double-check the range, speed, and track, then launch four more tubes. Same settings, small gyro angle and a little variance for spice, then FIRE! And yet again, all four torps swing south by 90° and miss the target completely.
I know that the Mk14 was notoriously unreliable, and had a tendency to circle run. I also know that I can make mistakes, and I'm willing to learn from them.
If this is a feature, great! I've just learned what it was like to be a US sub commander in the early years of WWII.
If this is a mistake, oh well. I guess I'll have to evade and try for another shot.
If this is a bug, damn!
https://i.imgur.com/24N89WJ.pnghttps://i.imgur.com/24N89WJ.png
https://i.imgur.com/zwZIZA2.png
https://i.imgur.com/24N89WJ.png
KaleunMarco
04-19-25, 06:53 PM
Hi all, unsure if this thread is still being maintained.
I'm running 1.5 SH4 w/ RFB + patch + RSRDC + patch, and had a very weird issue today. Instead of running along their one- or two-degree gryo offset from the tube, all 8 of my torpedeos (four rear tubes, then four front tubes) took a 90° turn to the South-Southeast. Pictures below for clarity.
Are gyro malfunctions part of this mod, or did I foul something up? And if I did foul something up, what can I do differently to avoid this in the future?
torpedo malfunctions are definitely part of RFB.
i do not have a copy of RSRD handy so i cannot check its effect on US Torpedo guidence.
you don't mention December of which year in your excellent recap.
if it is before 1943, the changes of a gyro malfunction are greater than 50-50. More like 60-40.
1943 and beyond, it's 50-50.
:Kaleun_Cheers:
torpedo malfunctions are definitely part of RFB.
i do not have a copy of RSRD handy so i cannot check its effect on US Torpedo guidence.
It's good to know that malfunctions are a thing. Is there one "standard" gyro malfunction, or is it a range of things? (Ignoring the duds and premature explosions.)
you don't mention December of which year in your excellent recap.
1941.
if it is before 1943, the changes of a gyro malfunction are greater than 50-50. More like 60-40.
1943 and beyond, it's 50-50.
Every single torpedo I've fired on this patrol has had the same malfunction: a hard 90 degree turn to the left. Assuming a 60% chance for a gyro malfunction, the chances of this happening are 0.000001%. Are you sure I'm not doing something wrong or encountering a bug?
EDIT: I realized I'm also using Improved Ship Physics, too.
Aktungbby
04-19-25, 09:35 PM
Cunard!:Kaleun_Salute:
propbeanie
04-19-25, 10:59 PM
It's good to know that malfunctions are a thing. Is there one "standard" gyro malfunction, or is it a range of things? (Ignoring the duds and premature explosions.)
...
1941.
...
Every single torpedo I've fired on this patrol has had the same malfunction: a hard 90 degree turn to the left. Assuming a 60% chance for a gyro malfunction, the chances of this happening are 0.000001%. Are you sure I'm not doing something wrong or encountering a bug?
...
EDIT: I realized I'm also using Improved Ship Physics, too.
As KaleunMarco said, torpedo failures were common early in the war, but mostly running too deep, failure to detonate (both impact and mag pistors), or premature detonations. Circle runners were also not unheard of, but a consistent 90 degree left turn is technically not the game's torpedo failure routine.
You really haven't supplied enough information to accurately trouble-shoot what you have. Run JSGME and then click on "Tasks..." in the middle of the window. Then click on "Export activated mods list to..." and then choose "Clipboard" to paste it immediately into your next posting, or "Text file" to copy and paste it later. Make sure you include the full text of that, which will show the path of your game. If you had previously played the game with a different mod set, or maybe stock, then you should empty the Save folder (C:\Users \UserName \Documents \SH4), or use MultiSH4 (https://www.subsim.com/radioroom/downloads.php?do=file&id=1110) and create a new 3-character Save folder, such as "RFB" instead of the SH4. That way, the Save data does not get polluted with the old set-up.
You also do not mention which version of RFB you are using, nor which version of RSRDC, or ISP. Plus, Improved Ship Physics is a mod specific to a certain build, but Torpex did not make one specifically for RFB (basically the stock game's ships) plus RSRDC (some additionals from lurker_hlb3). If you have certain versions of the mods, then you'll be close. Your JSGME mods list should have those version names... :salute:
As KaleunMarco said, torpedo failures were common early in the war, but mostly running too deep, failure to detonate (both impact and mag pistors), or premature detonations. Circle runners were also not unheard of, but a consistent 90 degree left turn is technically not the game's torpedo failure routine.
You really haven't supplied enough information to accurately trouble-shoot what you have. Run JSGME and then click on "Tasks..." in the middle of the window. Then click on "Export activated mods list to..." and then choose "Clipboard" to paste it immediately into your next posting, or "Text file" to copy and paste it later. Make sure you include the full text of that, which will show the path of your game. If you had previously played the game with a different mod set, or maybe stock, then you should empty the Save folder (C:\Users \UserName \Documents \SH4), or use MultiSH4 (https://www.subsim.com/radioroom/downloads.php?do=file&id=1110) and create a new 3-character Save folder, such as "RFB" instead of the SH4. That way, the Save data does not get polluted with the old set-up.
You also do not mention which version of RFB you are using, nor which version of RSRDC, or ISP. Plus, Improved Ship Physics is a mod specific to a certain build, but Torpex did not make one specifically for RFB (basically the stock game's ships) plus RSRDC (some additionals from lurker_hlb3). If you have certain versions of the mods, then you'll be close. Your JSGME mods list should have those version names... :salute:
I appreciate the detailed instructions, thank you. Here's the list I'm running, copied directly from JSGME.
RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
Improved Ship Physics_2.8
As far as save data getting polluted by the old set-up, I'm not sure what you mean. I've previously only run a stock campaign, and I'm using a different naming system for my RFB/RSRD campaign. (Stock files are "Career_2_010" and modded ones are "Career_3_00.")
KaleunMarco
04-20-25, 10:36 AM
I appreciate the detailed instructions, thank you. Here's the list I'm running, copied directly from JSGME.
RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
Improved Ship Physics_2.8
As far as save data getting polluted by the old set-up, I'm not sure what you mean. I've previously only run a stock campaign, and I'm using a different naming system for my RFB/RSRD campaign. (Stock files are "Career_2_010" and modded ones are "Career_3_00.")
i have thought of one other thing that neither PB nor I have mentioned previously: are you/were you using the PK (Placekeeper) function as you track your target?
if you were, then you MUST remember to turn it off and make one final check before firing.
PK is for tracking NOT firing. (fish are friends not food, lol)
:Kaleun_Cheers:
propbeanie
04-20-25, 12:21 PM
I appreciate the detailed instructions, thank you. Here's the list I'm running, copied directly from JSGME.
RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
Improved Ship Physics_2.8
As far as save data getting polluted by the old set-up, I'm not sure what you mean. I've previously only run a stock campaign, and I'm using a different naming system for my RFB/RSRD campaign. (Stock files are "Career_2_010" and modded ones are "Career_3_00.")
You did not include the "path" to your game. Where is the RFB/RSRDC modded game on your computer? The default for any SH4 install is to have it install into "C:\Program Files (x86)\..." with the rest of the path dependent upon whether you have a disk version of the game, or a Steam, or Ubisoft or other licensing host. It is important to NOT be in any of the Program Files folders, or any other "user protected" folders on the computer, since Windows does NOT like any 'unauthorized' changes to files in those folders, such as what JSGME does when activating a mod. Let us know where you have the game.
Even if you have a good game install path though, you MUST delete the old Save data when changing a mod configuration load-out. The game runs off of the data in that folder, and any existing data is NOT overwritten with the new mod data placed in the game's install folder. So you either need to use MultiSH4 as stated above, or delete the contents of the "C:\Users \UserName \Documents \SH4" (or similar path) in order for the game to re-create that folder but with the new data in it. There are enough changes in the RFB submarines that would require that, plus the changes to ships and campaign from the RSRDC files, that you probably have a mess, or what is oftentimes referred to as "mod soup", but not of the good kind. Get rid of the old Save data and start over with the RFB / RSRDC campaign. You will lose all progress thus far in both regular SH4 and RFB, but even the stock game files in the Save folder are borked and would not play properly if you did de-activate RFB and all of the other mods. btw - the use of ISP on top of RFB / RSRDC probably is not too much of an issue, but not all of the ships are in the mod (RSRDC changes), and there is the possibility that some of them would no longer have properly linked sim files. I would recommend to run just RFB / RSRDC and their patches first, get a hang of how it all acts, and then add the ISP in, and see if you notice any adverse effects. If you do, de-activate ISP, empty the Save folder, and start again without it... :salute:
i have thought of one other thing that neither PB nor I have mentioned previously: are you/were you using the PK (Placekeeper) function as you track your target?
if you were, then you MUST remember to turn it off and make one final check before firing.
PK is for tracking NOT firing. (fish are friends not food, lol)
Yes, I was using the PK for tracking, and no I did not turn it off. Is that needed? And if so, why? I haven't had issues with leaving the PK on in the past.
You did not include the "path" to your game. Where is the RFB/RSRDC modded game on your computer? The default for any SH4 install is to have it install into "C:\Program Files (x86)\..." with the rest of the path dependent upon whether you have a disk version of the game, or a Steam, or Ubisoft or other licensing host. It is important to NOT be in any of the Program Files folders, or any other "user protected" folders on the computer, since Windows does NOT like any 'unauthorized' changes to files in those folders, such as what JSGME does when activating a mod. Let us know where you have the game.
C:\Program Files (x86)\Steam\steamapps\common\Silent Hunters Wolves of the Pacific
Even if you have a good game install path though, you MUST delete the old Save data when changing a mod configuration load-out. The game runs off of the data in that folder, and any existing data is NOT overwritten with the new mod data placed in the game's install folder. So you either need to use MultiSH4 as stated above, or delete the contents of the "C:\Users \UserName \Documents \SH4" (or similar path) in order for the game to re-create that folder but with the new data in it. There are enough changes in the RFB submarines that would require that, plus the changes to ships and campaign from the RSRDC files, that you probably have a mess, or what is oftentimes referred to as "mod soup", but not of the good kind. Get rid of the old Save data and start over with the RFB / RSRDC campaign. You will lose all progress thus far in both regular SH4 and RFB, but even the stock game files in the Save folder are borked and would not play properly if you did de-activate RFB and all of the other mods.
Got it. I will try KM's suggestion of turning off the PK first, then delete my saves. This kinda sucks, I was enjoying my career.
btw - the use of ISP on top of RFB / RSRDC probably is not too much of an issue, but not all of the ships are in the mod (RSRDC changes), and there is the possibility that some of them would no longer have properly linked sim files. I would recommend to run just RFB / RSRDC and their patches first, get a hang of how it all acts, and then add the ISP in, and see if you notice any adverse effects. If you do, de-activate ISP, empty the Save folder, and start again without it... :salute:
It's hard to notice "adverse affects," since I'm not sure what intended behavior is. I don't have a ton of experience with SH4. (Thus my question about torpedo malfunctions lol.)
KaleunMarco
04-20-25, 03:12 PM
Yes, I was using the PK for tracking, and no I did not turn it off. Is that needed? And if so, why?
apparently the Ubi programmers left out some code that would have automatically updated the firing solution from the PK.
what i know is, the times that i have used the PK to track a target as i moved to a better firing location, the PK did not update that firing solution to the TDC and my shots always went awry.
track with the PK. when you raise the scope for your final reading and before you take the shot, disable the PK, re-lock the solution and then fire. you will see the difference.
good luck, Herr Kaleun!!
propbeanie
04-20-25, 04:54 PM
...
C:\Program Files (x86)\Steam\steamapps\common\Silent Hunters Wolves of the Pacific
...
I will try KM's suggestion of turning off the PK first, then delete my saves. This kinda sucks, I was enjoying my career.
A Steam installation does complicate things when it comes to SH3 & SH4. Read through Moving a Steam Installation and Games (https://help.steampowered.com/en/faqs/view/4BD4-4528-6B2E-8327) - but you have to get SH4 out of the Program Files folder. Dependent upon your computer and the Steam set-up you have, you might be able to select the game folder and copy it (Ctrl-C), and then make yourself a new folder, such as "C:\Game" and paste the folder in there. Then rename the folder to something like RFB_RSRDC or whatever you want. Use MultiSH4 in that folder and make you new Save folder, such as RFB, and play the game. Hopefully, the tops are shooting reasonably straight... but, you might have to do it the Steam Support way.
What happened to you is that Windows 'protected' you and your computer from yourself and your silly desire to alter data in the protected Program Files folder, resulting in Windows rolling back any changes to cfg, ini, dat and other files, but allowing non-essential files to keep the changes, you don't have RFB, and you don't have stock... it might not be long, and you'll start getting CTDs...
apparently the Ubi programmers left out some code that would have automatically updated the firing solution from the PK.
what i know is, the times that i have used the PK to track a target as i moved to a better firing location, the PK did not update that firing solution to the TDC and my shots always went awry.
track with the PK. when you raise the scope for your final reading and before you take the shot, disable the PK, re-lock the solution and then fire. you will see the difference.
good luck, Herr Kaleun!!
Let me get this straight. Just before firing, I need to:
1. Disable PK
2. Get a good view of the target in choppy waves
3. Get a good range estimate of the target in said choppy waves
4. Send the range and bearing to the PK
5. Re-enable PK
6. Fire
Is that correct? Because if so, that's a lot of work to do in a very short time frame. Thanks, Ubi! Is there a mod to correct the PK to work as it did IRL?
A Steam installation does complicate things when it comes to SH3 & SH4. Read through Moving a Steam Installation and Games (https://help.steampowered.com/en/faqs/view/4BD4-4528-6B2E-8327) - but you have to get SH4 out of the Program Files folder. Dependent upon your computer and the Steam set-up you have, you might be able to select the game folder and copy it (Ctrl-C), and then make yourself a new folder, such as "C:\Game" and paste the folder in there. Then rename the folder to something like RFB_RSRDC or whatever you want. Use MultiSH4 in that folder and make you new Save folder, such as RFB, and play the game. Hopefully, the tops are shooting reasonably straight... but, you might have to do it the Steam Support way.
What happened to you is that Windows 'protected' you and your computer from yourself and your silly desire to alter data in the protected Program Files folder, resulting in Windows rolling back any changes to cfg, ini, dat and other files, but allowing non-essential files to keep the changes, you don't have RFB, and you don't have stock... it might not be long, and you'll start getting CTDs...
I'm not sure I'm understanding here. Can I just create a new Steam directory in a non-protected folder and move my installation of SH4 there, then start from scratch with my careers?
What is MultiSH4?
Lastly, do you recommend playing RFB+RSDC with or without ISP?
KaleunMarco
04-20-25, 09:36 PM
Let me get this straight. Just before firing, I need to:
1. Disable PK
2. Get a good view of the target in choppy waves
3. Get a good range estimate of the target in said choppy waves
4. Send the range and bearing to the PK
5. Re-enable PK
6. Fire
Is that correct? Because if so, that's a lot of work to do in a very short time frame. Thanks, Ubi! Is there a mod to correct the PK to work as it did IRL?
i agree, it is more than one person can effectively perform in a small amount of time and under pressure to do it properly.
the process is easier than what you describe.
turn off the PK. take a last bearing and shoot.
you do not need the PK to accurately fire and hit the target.
you need the PK to track the target while you get into firing position.
once you are in firing position, turn it off and leave it off until the next target.
so, turn off the PK, get a final bearing, range, AOB (if you are targeting manually), send it to the TDC and fire...assuming you are in range and have a good solution.
forget what you see Cary Grant, John Wayne, and Glenn Ford do in the movies. :03:
remember: the captain would never be performing all of these tasks. he would have trained his attack crew to play their parts.
the captain chooses the target and mans the scope. all of the other tasks are performed by the crew. this is why i use auto-targeting. but, to each his own.
:Kaleun_Salute:
A Steam installation does complicate things when it comes to SH3 & SH4. Read through Moving a Steam Installation and Games (https://help.steampowered.com/en/faqs/view/4BD4-4528-6B2E-8327) - but you have to get SH4 out of the Program Files folder. Dependent upon your computer and the Steam set-up you have, you might be able to select the game folder and copy it (Ctrl-C), and then make yourself a new folder, such as "C:\Game" and paste the folder in there. Then rename the folder to something like RFB_RSRDC or whatever you want. Use MultiSH4 in that folder and make you new Save folder, such as RFB, and play the game. Hopefully, the tops are shooting reasonably straight... but, you might have to do it the Steam Support way.
What happened to you is that Windows 'protected' you and your computer from yourself and your silly desire to alter data in the protected Program Files folder, resulting in Windows rolling back any changes to cfg, ini, dat and other files, but allowing non-essential files to keep the changes, you don't have RFB, and you don't have stock... it might not be long, and you'll start getting CTDs...
I've followed your directions about setting up a new folder for Steam, but couldn't transfer the game there. I ended up uninstalling and reinstalling to the new folder.
I enabled LAA, but now the game won't start (stock). I'm on Win11. Any tips?
Update: I uninstalled and reinstalled again sans ISP, and things were working fine on the tutorials. When I went to start a new career, the game blackscreened then crashed to desktop.
Steps I followed:
1. Create new steam directory (C:\Users\Cunard\Documents\My Games\steamapps\)
2. Install base SH4 game (C:\Users\Cunard\Documents\My Games\steamapps\common\Silent Hunters Wolves of the Pacific)
3. Test to see if game ran. It did.
4. Enable Large Address Aware.
5. Test to see if game ran. It did.
6. Update graphics settings to match my monitor.
7. Install UBoat Missions DLC/patch
8. Test to see if game ran. It did.
9. Install JSGME (C:\Users\Cunard\Documents\My Games\steamapps\common\Silent Hunters Wolves of the Pacific)
10. Install RFB_2.0 using JSGME (C:\Users\Cunard\Documents\My Games\steamapps\common\Silent Hunters Wolves of the Pacific\MODS)
11. Install RFB_2.0_Patch_23April2010 using JSGME (C:\Users\Cunard\Documents\My Games\steamapps\common\Silent Hunters Wolves of the Pacific\MODS)
12. Install RSRDC_RFB_V575 using JSGME (C:\Users\Cunard\Documents\My Games\steamapps\common\Silent Hunters Wolves of the Pacific\MODS)
13. Install RSRDC_V5xx_Patch1 using JSGME ((C:\Users\Cunard\Documents\My Games\steamapps\common\Silent Hunters Wolves of the Pacific\MODS)
14. Test to see if game opened. It did.
15. Start new career. This worked fine.
16. Go through the briefings, and start outside of port
17. Crash to desktop.
Update #2
Looks like LAA unenabled itself. I reenabled it and the game is working again. Will update further if I run into any more issues.
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?
Question for you, KM. I'm also running a Sargo out of Manila in '41 in my reinstall, and I'm noticing that there aren't any stock air search radar or AA upgrades available right off the bat OR when starting my second patrol in on January 21, 1942.
Did you run into the same issue?
Also, do I need to be running all the patches together, or just the most recent one?
propbeanie
04-22-25, 04:42 PM
I would have initially left ISP out, but I do not see any issue you might encounter with it in, if you use the Stock version of it, other than not having a full Roster that follows the ISP "rules".
As for radars and guns, there are no updates for anything until "historically" available in Real Fleet Boats, so it is June of 42 before you get air radar and August for surface - I think... I am a bit hazy on the dates anymore... too much modding going on here...:arrgh!:
As for radars and guns, there are no updates for anything until "historically" available in Real Fleet Boats, so it is June of 42 before you get air radar and August for surface - I think... I am a bit hazy on the dates anymore... too much modding going on here...:arrgh!:
Yes, that part makes sense to me. Here's where I'm confused.
The WCA Sonar and 3-Inch Deck Gun (Aft) are currently on my boat, and both are listed with a December '41 availability.
The SD Air Search Radar and the Single-barrel 20mm AA Gun are missing from the boat, and both are also listed with a December '41 availability. The SD is simply an empty slot, and there's a .50 cal Browning instead of the 20mm Oerlikon.
https://i.imgur.com/ozvItac.png
KaleunMarco
04-23-25, 03:18 PM
Question for you, KM. I'm also running a Sargo out of Manila in '41 in my reinstall, and I'm noticing that there aren't any stock air search radar or AA upgrades available right off the bat OR when starting my second patrol in on January 21, 1942.
Did you run into the same issue?
yes.
Also, do I need to be running all the patches together, or just the most recent one?
not sure what you mean.
can you post your JSGME config: Tasks-Export to Clipboard...then come back here and post (ctrl+v) the results.
Generic Mod Enabler - v2.6.0.157
[C:\Users\Cunard\Documents\My Games\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]
RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
I noticed in your writeups that you were using an item titled "RFB_2.0_Patch_06June2019" and another one titled "RFB_Corrections." By "all the patches," I meant those.
KaleunMarco
04-23-25, 09:39 PM
Generic Mod Enabler - v2.6.0.157
[C:\Users\Cunard\Documents\My Games\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]
RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
I noticed in your writeups that you were using an item titled "RFB_2.0_Patch_06June2019" and another one titled "RFB_Corrections." By "all the patches," I meant those.
RFB_Corrections is probably the personal modset i use when i run into problems. after re-installing i used a different name:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\RFB\MODS]
100_RFB_2.0
110_RFB_2.0_Patch_23April2010
600 - 3000 Yard Bearing Tool (1920x)
610 Webster's 300' Underwater Visability for v1.5
200_SAP v0.5 Stock-RFB Only
9999_KM_Keyboard
SAP=Ship Accelerating Physics. i found and corrected some errors in that mod. the 9999 mod is for my personal luggage: Commands, Main (limiting max TC), stuff like that.
just to set the record straight (hem, hem), my RFB difficulties were most probably user error.
when i reached the highest frustration point that i could tolerate with the RFB-CTDs, i did what every good kaleun does: start from scratch with a clean installation and clean, verified mod set. when i completed that, there were no more CTDs.
i am not using RSRD with RFB at this time. you could be running into a confused ship config or id and not know it because UBI does not believe in trapping error codes...so we get CTDs and no clue as to why.
I'm not getting CTDs anymore, and I do appreciate the help! Re-enabling large address aware has fixed that.
At this point, I'm just trying to understand if the missing SD radar and nerfed AA gun is a bug or intended behavior.
Bubblehead1980
04-24-25, 12:24 AM
I'm not getting CTDs anymore, and I do appreciate the help! Re-enabling large address aware has fixed that.
At this point, I'm just trying to understand if the missing SD radar and nerfed AA gun is a bug or intended behavior.
Has been a while since I ran RFB, I am thinking about doing an updated campaign for it, based off my TMO Update's campaign. IRRC correctly, SD was not available from start in RFB. Most subs did not have SD at start of the war. historically. Some did, such as Plunger and were sent to home islands on first patrol in Dec 1941.
I made a decision to make it not available from the start in TMO Update. IOn 12-31-41 becomes available for a large amount of renown which reduces by end of Q1 of 42. Considered doing it longer in forthcoming version.
I did this so player has to operate for a time as most early war subs. The trade off in my mod is lookouts visual range was increased anyways for realism (annoyed me I could see ships etc but they could not track) and the effectiveness of SD reduced to be historically accurate or as much as the sim will allow anyways. SD was non-directional, difficulty detecting targets below 1,000 feet and often times, lookouts spotted an aircraft before SD gave a reading or in later war, the radar warning gear detected the radar signals from japanese aircraft before SD picked them up.
I also want to implement where SD can be turned on and off like in FOTRS, if can figure out how. This will simulate things fully and I also have a theory (along with other modders) that AI aircraft hone in on the SD radar, which is always transmitting. AI units can be equipped with RWR as players can but believe it's hardcoded perhaps.
When I do work on campaign mod for RFB, I will likely include these changes to lookouts and SD radar, at least as an add-on option.
KaleunMarco
04-30-25, 07:06 PM
so, there we were, patrolling in Sagami Bay, when we come upon a small task force heading towards Yokohama/Tokyo.
we were getting in position to fire and all of a sudden, the escorts start pinging, firing star shells, and generally making a nuisance of themselves.
we hit the gas and performed on last course change which put us equi-distant from a BB and two Cruisers. we fired three fish without hesitating and headed for the bottom. at the appropriate time(s), we hear "Torpedo hit, sir", "Torpedo hit, sir", "Torpedo hit, sir", then a pause and then "CTD, sir".
how rude.
p.s. it is the Atago cruiser that is the problem. Something amiss with the damage model, perhaps?
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