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RFB Team
12-31-09, 01:09 AM
At last, RFB 2.0 is here. We thank you all for your patience as we compiled and tested this mod to make sure you, our supporters, receive a high-quality mod.

Changes in RFB 2.0 include the following:

1. The damage model now includes several warships, modified by LukeFF and Observer, which are as follows:

-Akizuki
-Asashio
-Fubuki
-Mutsuki
-Minekaze
-Shiratsuyu
-Clemson
-Fletcher
-Somers
-Subchaser
-CHa-1

2. New interior camera mechanics by vickers03. Camera now will tilt based on the fore-and-aft angle of the boat.

3. Reworked texture mapping for the S Class interior by LukeFF.

4. New and reworked texture mapping for the Gato interior (also used by Tambor, Gar, Balao, and Tench classes) by LukeFF and vickers03. Changes include:

-Re-mapped gauge textures.
-Re-mapped hull opening indicator light panel and torpedo launch panel.
-Illuminated map table in conning tower.
-New WCA sonar display textures.

5. New torpedo textures by Captain America.

6. Altered American torpedo malfunctions by LukeFF.

7. Added the CHa-1 subchaser by Nisgeis.

8. New Radar Display by Hitman.

9. New American binocular, TBT and deck gun optics by Hitman.

10. New German binocular optics by Hitman.

11. Darker American attack periscope view by skwas.

12. Adjusted camera positions for various deck guns by LukeFF.

13. Adjusted elevation rates for American deck guns by LukeFF.

14. Starting crew rosters for the Tambor, Gar, Gato, Balao, and Tench class boats now based on USS Icefish roster (June 1944) by LukeFF.

15. Starting crew rosters for the Salmon and Sargo class boats now based on USS Sculpin roster (November 1943) by LukeFF.

16. Machinists now man the control room in all American boats by LukeFF.

17. Crew skills re-worked by LukeFF.

18. Lookout specialization re-named to Quartermaster. In reality, petty officers with the Quartermaster and Signalman ratings drew the duty of 'Quartermaster of the Watch' and were assigned to bridge detail. (Source: The Fleet Type Submarine). In addition, the Signalman rating was absorbed into the Quartermaster rating twice in the post-war era (1948 and 2003).

19. Damage control team slots re-worked. In reality, the damage control parties were staffed mostly by engineering personnel (machinist's mates, electricians, and firemen). (Source: Aboard the Farragut Class Destroyers in World War II). As such, the damage control team slots are set up so the player can transfer the equivalent of one watch rotation from the diesel compartments to man the damage control team.

20. American dive and surface alarm sounds re-worked.

Notes on using the binocular optics:

The binoculars reticule is gradated in milliradians. It will work with any measuring unit, be it imperial or metric, because the result is always a ratio.
The formula is:
(Target height or length / reticule marks ) x 100 = Distance in the same unit you inputed the target.
For example:
A 180 feet mast reaches the mark number "6" in the vertical reticle.
(180 ft / 6 marks) x 100 = 3000 ft, i.e. aprox 1000 yards.

23 April 2010 Patch Readme:

(Latest revisions are at the bottom of this list)

Changed default heavy deck gun AA armament on IXD2
Adjusted hydrophone performance characteristics. The speed of the target now plays more of a role in max range at which a target can be detected.
Go Back command for radar and sonar views takes player to conning tower view.
Adjusted damage zone modeling for Japanese sampans and fishing boats.
Re-enabled map contacts.
Changed 10.5cm deck gun ammo loadout to 200 HE rounds.
Changed 37mm AA gun loadout to 2500 rounds per gun.
Fixed problem with 10.5cm deck gun sound.
Added six empty planesmen slots to the control rooms for all American boats. Two enlisted men from each bridge watch should be placed here when the boat is submerged.
Changed introduction date of H-6 radar for H6K, H8K, and G4M aircraft to September 1944.
Changed max range of H-6 radar to approximately 12 miles.
Max ranges for all American subs is now based on the sub carrying fuel in their main ballast tanks (S and Tench classes already had this feature). The new ranges for the rest of the subs is as follows:
-Porpoise: 22,000 miles @ 8 knots
-Salmon, Sargo, Tambor, Gar, Gato, Balao: 15,000 miles at 10 knots
Adjusted default surface speeds for all boats (credit to virtualpender for finding the info) as follows:
-Fleet subs: 6, 12, 15, 18, max speed for each respective class
-S boats: 3, 6, 9, 11, max speed for each respective class
Dive times for all American boats re-calibrated to the historical standard surfaced speed as follows:
-Fleet subs: 15 knots
-S boats: 9 knots
Changed acceleration rate for submerged American subs to equate to approximately 4 knots/minute.
Added Gato interior mod by vickers03.
Changed ammo loadout for 3"/50 deck gun to 200 HE rounds (credit to DaveyJ576 for finding the info).
Changed SD radar range to 8 nautical miles.
Changed name of SD-1 radar to SD-2 radar.
Notes on SD-2 naming:
-SD radar underwent a lot of changes in the time it was in service with the U.S. Navy. The original SD radar sets (60 produced between late 1941 and mid-1942) were all field-modified to the horizontally-polarized U-type antenna by the summer of 1942 and were designated SD-a.
-SD-1 (20 produced) had a non-retractable mast and was installed from late 1942. SD-2 (60 produced) was essentially the production version of SD-a and had provision for IFF. It was also installed from late 1942 onwards.
-SD-3 was a version made for small craft, although some were modified back into submarine-compatible sets. SD-4 (104 produced) was an attempt to cure the problems of SD by using a linear dipole array. It was delivered between July 1943 and July 1944. SD-5 (86 produced) was completed in December 1944 and increased the power 130 kilowatts. It had a range scale of 80nm, but Norman Friedman believes this to be an "overoptimistic" belief in its max range potential.
What this all means is that, in determining when SD radar was installed on a particular boat, the following rules will apply:
-Any SD radar set installed before June 1942 will be considered to be SD radar.
-Any SD radar set installed in June 1942 and onwards will be considered to be SD-2 radar (what is called in stock SH4 "Improved SD Radar." Although SD-2 did not appear before the fall of 1942, it had in effect the same range characteristics as SD-a.
Adjusted torpedo reload times for all American submarines to a fastest time of approximately 5 minutes (except for the Porpoise class bow torpedo room, which is set at approximately 7.5 minutes). The Porpoise class bow torpedo room was known for being too cramped, making torpedo reloading and maintenance cumbersome.
Added new flag textures by conus00.
Corrected problem with torpedo dud rates for American torpedoes.
Corrected problem with soundman not hearing contacts.
Adjusted date of introduction for various conning tower modifications.
Corrected problem with submarine's diesel engine sound.
Removed all special ability skills for enlisted sailors.
Adjusted chance for a critical hit when using torpedoes.
Key command file updated by T.}{.O.R.. Backspace key now resets the game to normal time compression and strafe up and strafe down keys re-enabled.
M2 .50 cal machine gun (fixes by Peabody) is now the standard AA gun for the pre-war fleet sub fairwater configurations.
Modified the torpedo speed label for the American TDC. Mod by etheberge.
Re-implemented OakGroove's TBT and deck gun lenses.
Several corrections to camera properties for periscopes, deck gun, TBT, and binoculars.
Reverted binocular view to stock.
Some changes to dive performance for the fleet submarines.
Fixed a problem with depth charge racks on Japanese destroyers.
Added conus00's new headphone and watch crew binocular textures.
Addeed Hitman's modification of OakGroove's TBT texture.
Increased rate of sumberged accleration for all fleet submarines.





Installation:

RFB 2.0 is a JSGME-ready mod and should be installed before campaign mods such as RSRDC and OM.
RFB 2.0 is for version SH4 v.1.5 only. Do not expect the mod to work with earlier versions of the game.
The patch file is to be enabled after the main RFB installation file and before any other mods.
You will find two additional files inside the main RFB 2.0 directory - one for alternate nomographs and one for German audio files. These files are to be enabled when playing on the German side.
Download Locations:

RFB 2.0 File:

http://www.subsim.com/radioroom/downloads.php?do=file&id=1467&act=down

http://www.filefront.com/15262699/RFB_2.0.rar/

http://www.silenthuntermods.com/forum/index.php?board=35.0

RFB 2.0 Patch (23 April 2010):

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

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

RFB 2.0 manual (note: this is the link for the RFB 1.52 manual. It is in general still valid for 2.0, except for the cases noted above in the readme.):

http://www.subsim.com/radioroom/downloads.php?do=file&id=429

Bubblehead1980
12-31-09, 02:05 AM
I signed on to see if 2.0 was posted yet and to my delight it is, can't wait to check it out.Thanks for all the hard work you guys do:salute:

Also, where is the campaign traffic file located? Tried to open it up with the Mission Editor to check it out, no campaign file.Thanks in advance.

Dieselglock
12-31-09, 02:36 AM
To Luke and all the team thank you very much for all the effort and hard work you put in to this work. This game wouldn't be worth playing without you.:yeah:

LukeFF
12-31-09, 02:40 AM
Also, where is the campaign traffic file located? Tried to open it up with the Mission Editor to check it out, no campaign file.Thanks in advance.

RFB doesn't touch anything with the campaigns. That's all Lurker's territory. :)

jimbob
12-31-09, 02:59 AM
Sweet, thanks.

:salute:

Bubblehead1980
12-31-09, 03:56 AM
Anyone else get the error message below when download RFB 2.0? When I load the mod and try to run game, it CTD.Get the old "SH has stopped working" message.Ahhh i was looking forward to trying RFB out but its late...


! C:\Users\Skeeter\Documents\Downloads Two\RFB_2.0.7z: CRC failed in RFB_2.0\Data\Textures\TNormal\tex\NSS_SClass_Tower 02_O01.dds. The file is corrupt
! C:\Users\Skeeter\Documents\Downloads Two\RFB_2.0.7z: CRC failed in RFB_2.0\Data\Textures\TNormal\tex\NSS_SClass_Tower 03_O01.dds. The file is corrupt.......

[Edited for brevity. File issue has been resolved.-Donner]

Corsair
12-31-09, 04:52 AM
Am playing RFB plus RSRD on a 1.4 SH4 version. Is this new RFB 2.0 compatible or does it work only for 1.5 version ? Thks for the great job on all versions ( for Uboats I use SH3 with NYGM 3.3B and recently Living SH3)

Oops I had missed it in the original message... I have the reply, this is not for me...

SteveUK
12-31-09, 05:55 AM
Downloading now thanks for all your hard work getting this out guys :salute:

Nit
12-31-09, 08:16 AM
CRC failed... :wah:

Fish40
12-31-09, 08:35 AM
Thank you! Thank you! Thank you! :rock:Gonna D/L Now!

Djanico
12-31-09, 09:37 AM
Same deal, lot of file corruption when i try to extract the RAR :cry:

Fish40
12-31-09, 10:16 AM
Houston, we have a problem! Same as the others while extracting!:wah:

Hydra
12-31-09, 10:50 AM
Ditto:damn:

ivanDurak
12-31-09, 10:53 AM
same ****:damn:

HMCS
12-31-09, 10:59 AM
Ditto.

Bubblehead1980
12-31-09, 11:41 AM
RFB team, any ideas/fixes ?

cdrsubron7
12-31-09, 11:52 AM
Will download tonight after I get home from work. :yeah:


Happy New Year to you LukeFF and to all your mod team also. Thanks for all your work.

Fish40
12-31-09, 11:56 AM
I'm sure a solution is in the works.:yep: Let's not get our panties in a bunch.

mattfur
12-31-09, 01:24 PM
Getting a lot of corruption messages when I try to extract the file.

Fish40
12-31-09, 01:52 PM
Welcome to the club! Not to worry! I'm sure Luke and the boys will sort it out ASAP!



Welcome aboard by the way!

Hydra
12-31-09, 02:30 PM
I'm sure a solution is in the works.:yep: Let's not get our panties in a bunch.

You might wear panties, but I, sir, wear knickers that are in a twist!

LukeFF
12-31-09, 06:25 PM
RFB team, any ideas/fixes ?

I'll get a new file up ASAP. Apparently there are some bugs with the latest 7z compression format. Hang in there. :)

vanjast
12-31-09, 07:07 PM
RFB doesn't touch anything with the campaigns. That's all Lurker's territory. :)
It would be nice to know what it does/doesn't touch ?
:cool:

LukeFF
12-31-09, 10:08 PM
Alright, the link has been fixed and should be working correctly now. :)

Fish40
01-01-10, 12:47 AM
Thanks Luke! Happy New Year to you and the team!:woot:

The General
01-01-10, 09:10 AM
Looks and runs great! :up: Although, I just sunk a 10 000 t tanker that would not register on sonar in a 1943 Gato. It had a deck gun that didn't fire at me and there was no sound of it sinking and breaking-up on sonar either, which was always a nice touch. The circular radar grid looks great but is a bit intrusive when the radar blips are so small.

Djanico
01-01-10, 11:30 AM
Was this disabled in 2.0? i know i was able to allow map contact updates on 1.5

Fish40
01-01-10, 12:15 PM
Only briefly tried one of the "Single Missions". I liked "Historical" better, but oh well. I liked the tweaked interiors that I saw (1942 Gato: extra lights on the Sonar panel, and around the control room).

Wanted to ask a question. I enabled a couple of mods which were compatable with the last version. I don't seem to see any problems (Yet) since I don't think these mods conflicted with anything added in 2.0. I may be wrong, so if Luke or anyone else feels there may be a problem, please say so. The mods are: Keldunks tweaks, which included exhaust smoke, and less Limber Hole water streams. Arclight's color filter for the Obs. scope., and the EAX sound mod (forget who the author is). Like I said, I'm useing the versions which were compatable with the previous version of RFB.

Also wanted to say I love the new wind sound. I wish someone could fix the problem with the "sound duration". I hate the way sounds, particularly thunder, cuts off abruptly:damn:

HMCS
01-01-10, 12:34 PM
Looks terrif; wasn't quite ready for no map contacts, but adjusted quickly and managed to sink a large old merchie no problem at all. Not sure how hard it's going to be tracking and sinking at night, though.

Ditto the issue already noted on the small radar blips. Would not the radar operator be able to give bearing and range if asked?

Jten
01-01-10, 02:49 PM
No map contacts, 2.0 is coming out of my install. Guess I'll stick with 1.5

Bubblehead1980
01-01-10, 03:15 PM
Downloading 2.0 again, thanks for the hard work and quick fix guys.

As far as no map contacts, well i will try it, will be pain not being able to have a "display" for air contacts but will manage.

Perhaps someone out there could whip up a mod for RFB 2.0 that brings back map contacts but in the fashion of TMO, the small black dots instead of the stock style silhouettes.Just a thought.

Bubblehead1980
01-01-10, 05:04 PM
Some questions on 2.0....


IS there a way to get the conning tower free view, such as in the control room.Only view in CT i have been able to get is the sonar and radar stations.I HATE being stranded in the control room, esp in a gato where the captain always was during an attack etc.

Also, no planesmen except at GQ? kind of funny for boat to dive when on normal watch without planesmen .

Overall though, i am liking what i see, good job.Hopefully there is a CT view and i am just missing.I tried right clicking and it took me back to the control room, blah.

Djanico
01-01-10, 05:24 PM
I guess my thing with no map contact is, The stock game gives me the option of either having it on or off. So whats the point of forcing it on me off when i can chose via the game weather or not to want it?

I understand one can argue the fact its not 100% "realistic", but give the players some leverage on how they decide how they want to play their game.

LukeFF
01-01-10, 05:52 PM
Re: no chart contacts:

Sadly, there is no perfect solution for chart contact plotting in SH4. Ultimately, either the player is given one of two choices:


Being given too much information (i.e., chart contacts automatically plotted and updated in real time)
Being given too little information. (i.e., no automatic plotting of chart contacts).

Until something changes with the game's coding (hopefully with SH5) RFB (and the future RUB) will continue to defer to the latter choice. Trust me, I want a more realistic plotting system as much as you guys, but we can only work with the game engine's coding so much.

Fish40
01-01-10, 05:59 PM
At Hitman: I'm glad the team included your binocular/TBT FOV changes. Not to be a wise #ss or anything, but did the real Fleet Boat binoculars have the range markings in them like the mod? I'm just asking because I really don't know.:hmmm:

Spike
01-01-10, 06:01 PM
How do you install this?

LukeFF
01-01-10, 06:06 PM
IS there a way to get the conning tower free view, such as in the control room.Only view in CT i have been able to get is the sonar and radar stations.I HATE being stranded in the control room, esp in a gato where the captain always was during an attack etc.

Click on the hatch that leads to the conning tower (it will be highlighted when you mouse over it), and you'll be taken to the conning tower free view camera.

Also, no planesmen except at GQ? kind of funny for boat to dive when on normal watch without planesmen .Another one of those design decisions we had to make, given the way the game is coded. In reality, two of the lookouts would man the dive planes when the boat submerged. Otherwise, the dive planes would not be manned while the boat was on the surface. The choice, then, was to either add six seamen to the boat's roster that would otherwise not be part of the ship's complement or to leave the planes unmanned, except at GQ. Of course, we went with the latter choice as the lesser of two evils.

Hitman
01-01-10, 06:06 PM
did the real Fleet Boat binoculars have the range markings in them like the mod? I'm just asking because I really don't know.:hmmm:Yes they did!

Bausch & Lomb released several different models/versions of their binoculars for Navy use, and many came with ranging reticle :up: see table below:

SCHEDULE OF BINOCULARS, NAVY DEPARTMENT, BUREAU OF SHIPS, FILE NUMBER S2407 - 533074. 8|2|44. ARRANGED BY PETER ABRAHAMS, 1996.

MK |MOD |GENERAL ARRANGEMENT |CONTRACTOR |MAGNIFICATION |APERTURE |FIELD (DEGREES) |EYE RELIEF, MM |TRANSMISSION % |BUREAU |STATUS (1944) |REMARKS

MK |MOD| GEN ARR |CONTRACT|MAG|APER|FIELD| ER MM|TRANS%| BUREAU| STATUS| REMARKS
1 | - | 637126-S | B & L | 7 | 50 | --- | 14.5 | 57.5 | SHIPS | CURR. | STRAIGHT AXLE; RUBBER COVERED
1 | - | 637145-S | B & L | 7 | 50 | --- | 14.5 | 57.5 | SHIPS | CURR. | TAPERED AXLE, RUBBER COVERED
1 | - | 24935-C | B & L | 7 | 35 | --- | ---- | ---- | SHIPS | OBS. | TAPERED AXLE, PRISM SECURED BY WIRE
1 | - |45827-O|BUSCH TURLEX|10| 45 | 4 | 15 | ---- | ORD. | OBS. |
1 | 1 | 637145-S | B & L | 7 | 50 | --- | 14.5 | 57.5 | SHIPS | CURR. | TAPERED AXLE, RUBBER COVERED
1 | 1 | 526537-S | B & L | 7 | 50 | --- | 14.5 | 57.5 | SHIPS | CURR. | MIL. SCALE
1 | 1 | 526537-S | B & L | 7 | 50 | --- | 14.5 | 57.5 | SHIPS | CURR. | BRITISH DEGREE SCALE
1 | 1 | 500-C | O.F.S. | 7 | 50 |7d10'| 14.9 | 57.5 | SHIPS | CURR. |
1 | 1 | 24935-C | B & L | 7 | 35 | --- | ---- | ---- | SHIPS | OBS. |
1 | 2 | 526545-S | B & L | 7 | 50 | 7 | 14.5 | 57.5 | SHIPS | CURR. | ALUMINUM PARTS DIE CAST & LACQUERED
1 | 2 | 526559-S | B & L | 7 | 50 | --- | 14.5 | 57.5 | SHIPS | CURR. | ALUM. PARTS DIE CAST & VINYLITE COVERED
1 | 2 | 526537-S | B & L | 7 | 50 | --- | 14.5 | 57.5 | SHIPS | CURR. | ALUM. PARTS DIE CAST & VINYLITE COVERED
1 | 2 | 500-C | O.F.S. | 7 | 50 |7d10'| 14.9 | 57.5 | SHIPS | CURR. | SAME AS B & L MK1 MOD 2
2 | - |45827-O|BUSCH TURLEX|10| -- | 4 | 15 | ---- | ORD | OBS. |
2 | 0 | 536843-S | B & L | 7 | 50 | --- | ---- | ---- | SHIPS | OBS. | TAPERED AXLE; PRISM WIRED; SAME AS MK1 & MK1 MOD1
2 | 2 | 526545-S | B & L | 7 | 50 | --- | 14.5 | ---- | SHIPS | OBS. | SAME AS MK1 MOD2; ALUM. PARTS DIE CAST
3 | - | 46629-O | B & L |6-10|33 |3d50'| 18.5 | ---- | ORD | OBS. | VARIABLE POWER
3 | - | 637163-S | B & L | 6 | 30 | --- | ---- | ---- | SHIPS | OBS. | TAPERED AXLE
3 | - | 637158-S | B & L | 6 | 30 | --- | ---- | ---- | SHIPS | OBS. | STRAIGHT AXLE
3 | 0 | -------- | SPENCER| 7 | 50 |7d39'| 14.5 | ---- | SHIPS | OBS. | TAPERED AXLE
3 | 1 | 637163-S | B & L | 6 | 30 | --- | ---- | ---- | SHIPS | OBS. | NEW PRISM MOUNTING, EYE PIECE SHOULDERS ON BODY
3 | 1 | 481746-S | SPENCER| 6 | 30 |8d54'| 11.3 | 55 | SHIPS | OBS. | COMMERCIAL STOCK
3 | 2 | -------- | B & L | 6 | 30 | --- | ---- | ---- | SHIPS | OBS. | NONE MADE
3 | 3 | -------- | SPENCER| 6 | 30 |8d54'| 11.3 | 55 | SHIPS | OBS. |
3 | 4 | -------- | SPENCER| 7 | 50 | --- | ---- | ---- | SHIPS | OBS. | COMMERCIAL STOCK
3 | 5 | 494021-S | SPENCER| 7 | 50 |7d39'| 14.5 | 57.8 | SHIPS | OBS. | COMMERCIAL STOCK

MK |MOD| GEN ARR |CONTRACT|MAG|APER|FIELD| ER MM|TRANS%| BUREAU| STATUS| REMARKS
4 | 0 | 44775-O | B & L | 5 | 30 |8d24'| 15 | ---- | ORD. | OBS. |
4 | 1 | 44775-O | B & L | 5 | 30 |8d24'| 15 | ---- | ORD. | OBS. |
4 | 2 | 50191-O | B & L | 5 | 30 |8d24'| 15 | ---- | ORD. | OBS. |
4 | 3 | 55341-O | B & L | 5 | 30 |8d24'| 15 | ---- | ORD. | OBS. |
5 | 0 | 46801-O | B & L | 7 | 50 | 6 | 15.5 | ---- | ORD. | OBS. |
5 | 1 | 48926-O | B & L | 7 | 50 | 6 | 15.5 | ---- | ORD. | OBS. |
6 | 0 | 68816-O | N.G.F. | 10| 45 | 4.2 | ---- | ---- | ORD. | OBS. |
6 | 1 | 68826-O | N.G.F. | 10| 45 | 4.2 | ---- | ---- | SHIPS | OBS. |
6 | 2 | 68839-O | N.G.F. | 10| 45 | 4.2 | ---- | ---- | SHIPS | OBS. |
6 | 3 | 17268-C | B & L | 10| 45 | 4.2 | ---- | ---- | SHIPS | OBS. |
6 | 4 | 68816-O | N.G.F. | 10| 45 | 4.2 | ---- | ---- | SHIPS | OBS. |
7 | - | 56588-O | N.G.F. | 6 | 30 | --- | ---- | ---- | ORD. | OBS. |
7 | 0 | 66673-O | N.G.F. | 6 | 30 | 8 | ---- | ---- | ORD. | OBS. |
7 | 1 | 66674-O | N.G.F. | 6 | 30 | 8 | ---- | ---- | ORD. | OBS. |
7 | 2 | 66675-O | N.G.F. | 6 | 30 | 8 | ---- | ---- | ARMY | ----- |
8 | - |34730-O|GLOBE OPTICAL|3| -- | --- | ---- | ---- | ORD. | OBS. | GALILEAN
9 | - | 66686-O | N.G.F. | 3 | 50 | --- | ---- | ---- | SHIPS | OBS. | GALILEAN
10| - | 119666-O | N.G.F. | 4 | -- | 10 | 22 | ---- | AERO. | OBS. |
11| 0 | 119683-O | N.G.F. | 6 | 30 |8d40'| 15 | ---- | ORD. | OBS. | WATERPROOF
11| 1 | 119683-O | N.G.F. | 6 | 30 |8d40'| 15 | ---- | ORD. | OBS. | WATERPROOF
11|2-3| 141890-O | N.G.F. | 6 | 30 |8d40'| 15 | ---- | ORD. | OBS. | WATERPROOF
12| 0 | 132869-O | N.G.F. | 10| 45 |5d12'| 14 | ---- | ORD. | OBS. | WATERPROOF
12| 1 | 132869-O | N.G.F. | 10| 45 |5d12'| 14 | ---- | ORD. | OBS. | WATERPROOF
12| 2 | 132869-O | N.G.F. | 10| 45 |5d12'| 14 | ---- | ORD. | OBS. | WATERPROOF
13| 0 | 105900-O | B & L | 7 | 50 |7d10'| 16 | 57.5 | SHIPS | OBS. |
13| 1 | 175965-O | B & L | 7 | 50 |7d10'| 16 | 57.5 | SHIPS | OBS. |
13| 2 | 175965-O | B & L | 7 | 50 |7d10'| 16 | 57.5 | ORD. | OBS. |
13| 3 | 105900-O | B & L | 7 | 50 |7d10'| 16 | 57.5 | ORD. | OBS. |
13| 4 | 176489-O | B & L | 7 | 50 |7d10'| 16 | 57.5 | SHIPS | OBS. |
13| 5 | 300872-O | SPENCER| 7 | 50 |7d39'| 16 | 57.8 | SHIPS | OBS. |
13| 6 | 536843-S | B & L | - | -- | --- | ---- | ---- | SHIPS | OBS. |


MK |MOD| GEN ARR |CONTRACT|MAG|APER|FIELD| ER MM|TRANS%| BUREAU| STATUS| REMARKS
14| - | -------- | N.G.F. | 6 | 30 |8d40'| 15 | ---- | AERO | OBS. | MK 11 WITHOUT MIL SCALE
15| - | 153551-O | N.G.F. | 7 | 50 |7d 2'| 14 | ---- | ORD. |EXPMTL.| BAKELITE
16| - | -------- | B & L | 6 | 30 |8d36'| ---- | ---- | AERO | OBS. | RUBBER EYEGUARD
17| - | -------- | N.G.F. | 4 | 25 | --- | ---- | ---- | ORD. |EXPMTL.|
17| 0 | -------- | SPENCER| 7 | 35 |7d38'| 11 | 80 | AERO |EXPMTL.|
18| - | 26609-C | B & L | 7 | 35 |7d16'| ---- | ---- | AERO | CURR. | NOT COATED
18| - | 29157-C | B & L | 7 | 35 |7d16'| ---- | ---- | AERO | CURR. | LEACHED OPTICS; ROTABLE EYEGUARDS; POLARIZING FILTERS
19| - | 29544-C | B & L | - | -- | --- | ---- | ---- | MARINE| ----- | MIL SCALE - LEFT BARREL
19| 0 | 300853-O | SPENCER| 6 | 30 |8d54'| 11.3 | 55 | MARINE| ----- | MIL SCALE - LEFT BARREL
20| - | 300864-O | SPENCER| 7 | 35 |7d10'| 10.7 | 56 | MARINE| ----- |
21| - | 29329-C | B & L | 7 | 50 |7d10'| 7 | ---- | AERO | CURR. | RUBBER EYEGUARD; POLARIZING FILTER
21| - | -------- |KOLLSMAN| 7 | 50 |7d10'| 7 | ---- | AERO | CURR. |
22| - | 278591-O | B & L | 7 | 50 | --- | ---- | ---- | ORD. | OBS. | OFFSET WEDGE ATTACHMENT. WITH MIL SCALE
23| - | 29466-C | B & L | 10| 50 | --- | ---- | ---- | AERO | CURR. | MK 21 WITH 10 POWER EYEPIECE
23| - | -------- | B & L | 10| 50 |5d 5'| 5 | ---- | AERO | CURR. | RUBBER EYEGUARDS; POLARIZING FILTERS
24| - | 29461-C | B & L | 8 | 56 |6d25'| 7 | ---- | AERO | CURR. | LEACHED OPTICS; ROTABLE EYEGUARDS; POLARIZING FILTERS
25| - | -------- | N.G.F. | 10| 70 | --- | ---- | ---- | ORD. |EXPMTL.| ONLY 2 MADE
25| 1 | 244100-O | N.G.F. | 10| 70 |5d10'| 13.5 | 79.6 | ORD. |EXPMTL.| ALTERED MK 13; SUPERSEDED BY MK 37
26| - | 526545-S | B & L | 7 | 50 | 7 | 14.5 | ---- | ORD. | CURR. | MK 13 WITH RUBBER EYEGUARDS
27| - | -------- | B & L | 7 | 50 |7d10'| 16 | ---- | ORD. | CURR. | MODIFIED MK 22. RETICLE WEDGE ATTACHMENT OMITTED
28| - | 526564-S | B & L | 7 | 50 | --- | 14.5 | ---- | SHIPS | CURR. | WATERPROOF
29| 0 | 30326-C |UNIVERSAL|6 | 30 |8d15'| 10.2 | 50 | SHIPS | OBS. | ALSO 30297-C
30| 0 | 494040-S | SPENCER| 7 | 50 |7d39'| 14.5 | 57.8 | SHIPS | CURR. | WATERPROOF
31| 0 | 481756-S | SPENCER| 6 | 30 |8d54'| 11.3 | 55 | SHIPS | OBS. | COMMERCIAL STOCK

MK |MOD| GEN ARR |CONTRACT|MAG|APER|FIELD| ER MM|TRANS%| BUREAU| STATUS| REMARKS
32| 0 | 471988 | ANCHOR | 7 | 50 |7d10'| 14.9 | 75 | SHIPS | CURR. | # IS STD. PLAN #, NOT G. A. WATERPROOF, COATED OPTICS.
32| 1 | " |NATIONAL| 7 | 50 |7d10'| 14.9 | 75 | SHIPS | CURR. |
32| 2 | " |UNIVERSAL|7 | 50 |7d10'| 14.9 | 75 | SHIPS | CURR. |
32| 3 | -------- | PERFEX | 7 | 50 |7d10'| 14.9 | 75 | SHIPS | CANCEL|
32| 4 | 533081 | ANCHOR | 7 | 50 |7d10'| 14.9 | 75 | SHIPS | CURR. | # IS STANDARD PLAN NUMBER
32| 5 | " |NATIONAL| 7 | 50 |7d10'| 14.9 | 75 | SHIPS | CURR. |
32| 6 | " |UNIVERSAL|7 | 50 |7d10'| 14.9 | 75 | SHIPS | CURR. |
33| 0 | BNS300-C |UNIVERSAL|6 | 30 |8d15'| 10.2 | 50 | SHIPS | CURR. | WATERPROOF
34| - | -------- | AJAX | 7 | 50 | --- | ---- | ---- | SHIPS | CANCEL| NONE MADE
35| - |C-1000043C| AJAX | 7 | 50 | --- | ---- | ---- | SHIPS | CANCEL|
35| 1 |C-1000043C| NATIONAL|7 | 50 |7d12'| 14.1 | 50 | SHIPS | OBS. | ZEISS TYPE
36| - | 526584-S | B & L | 10| 50 |7d10'| 14.5 | 77 | ORD. |EXPMTL.| SANDCAST BODIES
37| 0 | 254211-O | N.G.F. | 9 | 63 |5d42'| 13.5 | 78.4 | ORD. | CURR. | MK 13 MODIFIED OBJECTIVE
38| - | 30175-C | B & L | 7 | 50 |7d10'| 10.7 | ---- | ORD. | CURR. | PRESSURE PROOF
39| 0 | 30297-C | B & L | 7 | 50 |7d10'| 16 | ---- | ORD. | CURR. | MK1 MOD2 WITH RETICLE
39| 1 | 30326-C | B & L | 7 | 50 |7d10'| 16 | ---- | ORD. | CURR. | MK 28 WITH RETICLE
40| - | -------- | ANCHOR | 7 | 50 |7d10'| 14.9 | 75 | MARINE| ----- | MK 32 WITH RETICLE
41| - | 30257-C | B & L | 7 | 50 | --- | ---- | ---- | AERO | CURR. | WIDE FIELD
41| - | -------- | B & L | 7 | 50 | 10 | 19 | ---- | AERO | CURR. | RUBBER EYEGUARD
42| - | -------- | PIONEER| 7 | 50 | 10 | 14 | 70 | AERO | CURR. | MIRROR PORRO REFLECTORS
43| - | -------- |KOLLSMAN| 6 | 42 |11d50'|20 | ---- | AERO | CURR. |
44| - | -------- |KOLLSMAN| 7 | 50 | --- | ---- | ---- | SHIPS | CURR. |
45| - | -------- | HAYWARD| 7 | 50 | --- | ---- | ---- | SHIPS | CURR. | NEW DESIGN
46| - | -------- | B & L | 7 | 50 | --- | ---- | ---- | MARINE| CURR. | MK 28 WITH RETICLE
47| - | -------- | B & L | 6 | 50 | --- | 27 | ---- | ORD. | CURR. | PRESSURE PROOF SUBMARINE


GENERAL ARRANGEMENT NUMBERS, FOUND ON CUTAWAY VIEW BLUEPRINTS, WERE USED AS IDENTIFICATION NUMBERS UNTIL REPLACED BY FEDERAL STOCK NUMBERS.
THREE VIEWS WERE PROVIDED FOR EACH INSTRUMENT; THE OUTLINE VIEW (SURFACE), THE GENERAL ARRANGEMENT, AND THE OPTICAL ARRANGEMENT.
IN GENERAL ARRANGEMENT NUMBERS, S = BU SHIPS DRAWING, O = BU ORD DRAWING, C = CUSTOMER'S DRAWING.
STATUS: CURRENT, OBSOLETE, EXPERIMENTAL, CANCELLED.
CONTRACTORS: B & L = BAUSCH & LOMB. O.F.S. = OPTICAL & FILM SUPPLY. N.G.F. = NAVAL GUN FACTORY.

LukeFF
01-01-10, 06:14 PM
Hitman, did I get all the settings right in cameras.dat? I just want to make sure I implemented your mod entirely correct.

Hitman
01-01-10, 06:16 PM
Download not yet complete, but I will report tomorrow ASAP :salute: (It's past midnight here :shifty: and I'm off to bed)

Jten
01-01-10, 06:27 PM
"Until something changes with the game's coding (hopefully with SH5) RFB (and the future RUB) will continue to defer to the latter choice. Trust me, I want a more realistic plotting system as much as you guys, but we can only work with the game engine's coding so much."

If this mean no contact updates then RFB 2.0 and I must part company. I will have to stay with 1.5 or hack this thing myself. Having to plot my own contacts and sail the boat while there are supposed to be 7 other officers aboard is just as unrealistic as the 'too much information' situation with updated plots.
Either way, I'd like to be one to decide if I want them or not but it's your mod and if you are taking the 'love it leave it approach', 2.0 is in my recycle bin.

JackAubrey
01-01-10, 08:59 PM
Thanks for the hard work and dedication. I really appreciate what you do.

I will stick with 1.52 though, because forcing the Map Contacts to be "Off" changes my gaming experience from "somewhat realistic but still fun" to "The whole Crew is dead and i have to do several things simultaneously." ;)

LukeFF
01-01-10, 09:21 PM
I'll give some thought to re-implementing the chart contacts. You guys do have some convincing arguments as to why I should put them back in.

Bubblehead1980
01-01-10, 10:07 PM
Just finished my first patrol in RFB 2.0(along with RSRD) , like the mod overall, looks good and all.Having an issue that did take away from gameplay.

For some reason, when the radar is, the conning tower free cam lags constantly, the PPI scope moves very slow, not normal.This does not happen in the control room or when on bridge with SJ radar on, only when in conning tower and SJ radar is on.Without contacts and with radar so slow, tracking target on radar is impossible, thus taking away from game BIG time.Anyone else having this issue?

Doubt its my PC, has always ran SH 4 and every other super mod just fine.


On patrol off Palau Islands, finally got a contact on radar at night but lost it since couldnt track due to the lag when radar is on.
This is the only major tech issue ive encountered so far.

Only gameplay issues are not having a man on the wheel in conning tower instead of control room(everything ive read, steersman used the conning tower wheel unless able) and no bow planesmen.But these are minor.

bilbo992
01-01-10, 10:52 PM
Downloading 2.0 again, thanks for the hard work and quick fix guys.

As far as no map contacts, well i will try it, will be pain not being able to have a "display" for air contacts but will manage.

Perhaps someone out there could whip up a mod for RFB 2.0 that brings back map contacts but in the fashion of TMO, the small black dots instead of the stock style silhouettes.Just a thought.

There is one called TMO_Plot, I downloaded it from this sight last night.

Bubblehead1980
01-01-10, 11:25 PM
works with RFB?

bilbo992
01-01-10, 11:33 PM
works with RFB?
Used it through all last night and into the morning, no issues with rfb 2.0 and rsrd installed. The readme says it was to replace the rfb 1.52 plotting sytem with one like tmo.

Bubblehead1980
01-01-10, 11:35 PM
cool

Wolfling04
01-02-10, 12:41 AM
Hello, I haven't been around in a while, but about the automatic contact update.

I usually do not use it, as I just use the ruler and chart the approx. course for the ship.

But ultimately it is a game option in the settings, if a player wants to use such a great mod as RFB or any of the others with or without Auto Update then that is his choice and IMHO I don't think that should be a choice for the modder/mod team to make for them

With all respect, Luke and RFB team

Jten
01-02-10, 01:28 AM
As per Bilbo992's info I DL'ed the TMO Plot and installed it RFB2.0+TMO PLOT+RSRD5+US Medals FixIIRFB+Webster'smissing voices+Ahead2/3bypayoff and it seems to work fine. I have plots now so I can go below to pick my nose and I don't run into ships not showing on my map as I pull into Midway at Oh-Dark-thirty in the morning.

RFB 2.0 is excellent, the good has only got better, even if I had to go back and re-edit my sampans and fishing boats to half armor values so my 20mm can again penetrate wood.

My hat's off to LukeFF and all the RFB gurus, may your torps never dud and your beards stay out of your soup.

sahinderya
01-02-10, 03:08 AM
Great work guys. Especially loved the presentation manual.
Insipered me.

LukeFF
01-02-10, 04:01 AM
Alright, map contacts are available to be re-enabled in RFB. The link can be found in the first post of this thread.

Fish40
01-02-10, 08:23 AM
About the Map contacts. From what I've been reading, it seems this option was removed? I hope I didn't botch anything, because that option is still available in my gameplay settings.:o

sergei
01-02-10, 08:34 AM
Good work RFB team.
Going to give this a thorough test drive this weekend :up:

Djanico
01-02-10, 11:12 AM
Alright, map contacts are available to be re-enabled in RFB. The link can be found in the first post of this thread.

Luke,

I manually reenabled the contacts myself from the RFB 1.5 vers. just did a copy/paste. What i got is plotting without any general information as to dirrection. I personally think its good enough like that. Just does a general unit marking on the map and the time it was marked and thats it.

What would of been nice is a nonrealtime update feature. In other words, it was up to you to manually chose "update contacts on map" Thus it will erase and redraw the units on your map (but not erase your markings)

Djanico
01-02-10, 11:15 AM
RFB 2.0 is excellent, the good has only got better, even if I had to go back and re-edit my sampans and fishing boats to half armor values so my 20mm can again penetrate wood.


Jten PLEASE PLEASE show me how to do this.. last night it pissed me off i shot 5 shells into one an it didnt even PHASE it lol

Bubblehead1980
01-02-10, 12:13 PM
Anyone else have lag when in conning tower view, when the SJ radar is on? Also heavy lag when looking at radar scope as well as sonar.when radar is off, no lag.Any ideas?

Fresh install of SH 1.5
RFB 2.0, RSRD As mentioned in other post, very strange since never had trouble running SH or any mod before, PC is good to go for games.

sergei
01-02-10, 12:24 PM
I have applied the patch and the map markings for visual contacts have been restored.
However, I have no lines on the map to denote sound contacts.

It's not a problem. I have made a little mod that restores the sound contact lines, and will upload it to subsim.

Before I do, I just wanted to make sure that my install in working as designed (ie. visual contacts marked, but no hydrophone lines), otherwise I have made a mod for a screwed up install!

EDIT: tell you what, I'll upload the mod, but remove it if it is not needed

Metus
01-02-10, 04:28 PM
I would like to thank you for your Mod. :woot:
Just waited a long time to start a new career. Unfortunately I have some questions/problems:
(1) even when all mods are disabled in my recognition manuals the "black-white-black ... " distance line under the photos is displaced to the right looking out of the manual. Is this normal? Can it be fixed?
(2) When I use RFB with the compatible RSRD Version it doubles some ships in the manual (for ex. the Mogami), and also some base heights are changed so that measuring the funnel gives a wrong result (tested in the torpedo training mission). Did I mess sth. up in my install?

RFB_2.0
RSRDC_RFB_V575
RSRDC_V5xx_Patch1

Thank you.

LukeFF
01-02-10, 04:32 PM
Jten PLEASE PLEASE show me how to do this.. last night it pissed me off i shot 5 shells into one an it didnt even PHASE it lol

What caliber of deck gun was it, and were you shooting at the waterline? It does make a difference.

LukeFF
01-02-10, 05:58 PM
I've given some thought to the issue of no planesmen being present except at GQ, and I think I've found a good solution:

http://img.photobucket.com/albums/v258/LukeFF/SH4/SH4Img2010-01-02_145241_774.jpg

In regards to the image above, I've removed six slots from Hogan's Alley and added six slots to the control room (the last two columns). The idea is that, the player can now move two men from each bridge watch to man the dive planes and the rest as described in the manual.

Thoughts, comments?

Nbjackso
01-02-10, 07:51 PM
I've given some thought to the issue of no planesmen being present except at GQ, and I think I've found a good solution. . . I've removed six slots from Hogan's Alley and added six slots to the control room (the last two columns). The idea is that, the player can now move two men from each bridge watch to man the dive planes and the rest as described in the manual.

Thoughts, comments?

Regarding the crew in the CR, I have always thought the sailors manning the switchboard and the ballast manifold were never necessary. Why not use their spots for the planesmen. However, now that the switchboard looks like it does something, maybe have one planesman manning the depth controls and leave the guy at the switchboard during normal steaming ops. I must insist that during GQ all stations be manned. (I just love a crowded sub).

Bubblehead1980
01-02-10, 08:05 PM
Personally I like the idea, need two slots open for dive planes.In stock I remember gar/tambors would have one sailor sitting at dive planes when placed in slots, looked damn silly, very important station that needs to be manned.I always move most of my deck watch into the control room when I dive anyway.Sure it can be a pain but from everything I read the control room was not fully manned on each watch, the OOD and lookouts slid down the ladder and took out.Chief on watch prob began the process by opening vents and all.

Even in current RFB, only diving officer and helm station stays manned, when I dive, order dive and quickly place the deck watch inside, move the OOD to the conning tower.Sounds picky but just how I have always operated, gives something to do since all one has to do in dive is hit the D key.

Gato76
01-02-10, 08:16 PM
Great job RFB team a big improvement over the previous version,I think i found an issue with the Terusuki escorts,their dead charges rack in the back of the ship are missing, so they just hover all over unable to attack,this happen in campaign mode march 1943 , a bug maybe ?

Carotio
01-02-10, 08:37 PM
@LukeFF and all

RFB2.0 is now ready from SHMF too:
http://www.silenthuntermods.com/forum/index.php?board=35.0

And you may add this link to the front post.:03:

LukeFF
01-03-10, 12:22 AM
@LukeFF and all

RFB2.0 is now ready from SHMF too:
http://www.silenthuntermods.com/forum/index.php?board=35.0

And you may add this link to the front post.:03:

Thanks!

LukeFF
01-03-10, 12:22 AM
Great job RFB team a big improvement over the previous version,I think i found an issue with the Terusuki escorts,their dead charges rack in the back of the ship are missing, so they just hover all over unable to attack,this happen in campaign mode march 1943 , a bug maybe ?

Are you using any mods other than RFB?

LukeFF
01-03-10, 12:25 AM
Regarding the crew in the CR, I have always thought the sailors manning the switchboard and the ballast manifold were never necessary. Why not use their spots for the planesmen. However, now that the switchboard looks like it does something, maybe have one planesman manning the depth controls and leave the guy at the switchboard during normal steaming ops. I must insist that during GQ all stations be manned. (I just love a crowded sub).

The thing is that there was always a man at the switchboard (typically an Electricians' Mate) and at the ballast controls (typically a Machinist's Mate or Fireman). The Kriegsmarine used a similar setup as well, except that they didn't have a separate EM rating.

HMCS
01-03-10, 12:38 AM
I just finished a patrol in the E. China sea in December - I noticed that there was fog/mist pretty much every day, even though the weather was given as clear. I found that the radar operator, even when there are clearly blips to be seen, couldn't report anything.

Pretty much impossible to target anything even though the ship is clearly silhouetted. This also makes convoy attacks nigh on suicidal.

LukeFF
01-03-10, 12:40 AM
Personally I like the idea, need two slots open for dive planes.In stock I remember gar/tambors would have one sailor sitting at dive planes when placed in slots, looked damn silly, very important station that needs to be manned.I always move most of my deck watch into the control room when I dive anyway.Sure it can be a pain but from everything I read the control room was not fully manned on each watch, the OOD and lookouts slid down the ladder and took out.Chief on watch prob began the process by opening vents and all.

That's pretty much how it worked in reality. From all of my research, this is how I gather the conning tower and control room watches worked:


Sonar: the WCA sonar unit was typically not manned while on the surface, unless the CO ordered otherwise. When submerged, one man would man the right-hand set of controls. At GQ, a second man would man the left-hand set of controls.
Radar: SJ radar was manned on the surface only or at radar depth.
The Junior Officer of the Deck (JOOD) was stationed either in the conning tower or on the bridge while surfaced. Upon submerging the JOOD would assume the role of diving officer and move to the control room, and the OOD would take his place in the conning tower.
The helmsman typically steered the boat from the conning tower. From what I can gather, the steering station in the control room was used only in emergencies.
The chief petty officer of the watch was typically either CPO or 1st class machinist whose watch station was at the Xmas tree in the control room.
As described above, there was an EM at the switchboard and either a machinist or fireman at the ballast controls.
The dive planes were manned by the lookouts when either (a) the boat was submerged or (b) the boat was at GQ.

Note that I did not mention anything about the navigator. Contrary to what SH4's interiors show, there was not a chart desk in the control room, at least in the Gato and later boats.

Hitman
01-03-10, 06:38 AM
Are you sure about that Luke? I recall having seen pictures of Balaos with the navigation table clearly present, with a glass surface and illuminated below. Was that an after-war addition, when subs spent more time underwater?

See this: http://www.maritime.org/tour/cr.php?pano=fl

Isn't the charts table what is next to the green table with a rounded porthole (I think that green table is the Gyrocompass)?

In any case, where was the assitant officer that made the plot on a maneuvering board based on the captain's range/bearing estimations as called by the guy who readed the scope bearing vernier/stadimeter? I think he was in the CT, but where?

Gato76
01-03-10, 11:04 AM
Are you using any mods other than RFB?
Only RFB :salute:

Sone7
01-03-10, 12:48 PM
I keep getting CTDs; german campaign from OM, didn't happen earlier (before RFB 2.0).

Same place (CG82), same time (night 28 Sept '41, campaign Sept '41, moving to Salamis as first patrol objective) and circumstances - large convoy heading north escorted by +/- 4 corvettes (one of them is the only vessel spotted by the crew).
mods:
RFB 2.0
RSRDC v575 + 5xx patch
OM v705 + v720 patch
RUIM (both enlisted ranks & awards)

I have no idea what the reason might be, no difference if I'm inside the boat or on the bridge; seems to CTD just about 30 seconds after I load the game.

edit:
I've left the convoy and since that everything's fine. Must've been the escort... I hope you manage to find the solution, still though, RFB shows a piece of good work you've done, thank you!!!

Hitman
01-03-10, 01:12 PM
OK, I returned my Sargo sub to base, loaded RFB 2.0 (Previously running 1.52 with some tweaks) and have checked the radar mod. It seems to work correctly except for the bearing indicator :damn: The true course dial (A repeater of the main ship's Gyrocompass) is stuck, and only the relative bearings dial is rotating. I think that in the instructions from my mod a fix was indicated, but I will check the RFB files directly ASAP.

Other than that, I also miss being able to knock down the masts in the Sampans :D but not the contact icons, as I play without map updates.

The new interior textures and rounded indcators are great, looking forward to see more subs implemented, as I usually play with P, Sargos and S-Class, only rarely with Tambor/Gato/Balao/Tench :up:

BGrey
01-03-10, 03:35 PM
I loaded up RFB 2 and started a new campaign with no issues until I went to sea, the interior of the sub never really loaded and most of the UI buttons were just white boxes. I lagged a ton and CTD once i tried to click something.

RFB_2.0
RFB_2.0_Patch1
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
OpsMonsun_V705
OMv705_to_V720

Turned off OM and had no problems until I went up to the bridge while outside pearl and I almost instantly CTD (this had been happening with 1.52 as well though and only happens around ports).

Djanico
01-03-10, 04:26 PM
What caliber of deck gun was it, and were you shooting at the waterline? It does make a difference.

Hey Luke, sorry for the late response, im on a Tambor class with the stock 50cal gun. Kinda makes a lil sense now that i think about it but wouldnt it still be able to penetrate wood? just a lil hinsight?


Also, i noticed several of my crewmates got specializations, but they seem out of place for their proffession. Torpedomen with radar specialization? Engineers with Sonar/radar? Sonar with Visual specialization etc.

cdrsubron7
01-03-10, 10:02 PM
by sergei

t's not a problem. I have made a little mod that restores the sound contact lines, and will upload it to subsim.

Before I do, I just wanted to make sure that my install in working as designed (ie. visual contacts marked, but no hydrophone lines), otherwise I have made a mod for a screwed up install!

EDIT: tell you what, I'll upload the mod, but remove it if it is not needed



I for one would like to see this mod.

LukeFF
01-04-10, 01:09 AM
Are you sure about that Luke? I recall having seen pictures of Balaos with the navigation table clearly present, with a glass surface and illuminated below. Was that an after-war addition, when subs spent more time underwater?

See this: http://www.maritime.org/tour/cr.php?pano=fl

Isn't the charts table what is next to the green table with a rounded porthole (I think that green table is the Gyrocompass)?

What I meant to say is that the location of the two "chart tables" in the Gato SH4 interior are entirely spurious. Compare the pano view above (specifically the port side forward and starboard aft corners). One doesn't see a chart table in either of those locations in any surviving Balao or Gato class boat.

In any case, where was the assitant officer that made the plot on a maneuvering board based on the captain's range/bearing estimations as called by the guy who readed the scope bearing vernier/stadimeter? I think he was in the CT, but where?Probably at the dead reckoning tracer, located at the aft end of the conning tower.

LukeFF
01-04-10, 01:11 AM
Only RFB :salute:

Indeed a strange one. It's the same file as used in RSRDC. May want to PM lurker about it, as I think he may have been the one to edit this ship's weapons file (but don't quote me on that. ;) ).

LukeFF
01-04-10, 01:13 AM
Hey Luke, sorry for the late response, im on a Tambor class with the stock 50cal gun. Kinda makes a lil sense now that i think about it but wouldnt it still be able to penetrate wood? just a lil hinsight?

Yes it should, but there are historical accounts from the patrol reports of sampans and other wooden vessels sucking up a lot of deck gun rounds and not sinking. The 3"/50, FWIW, is not a very powerful anti-ship weapon (it was designed as an AA gun).

Also, i noticed several of my crewmates got specializations, but they seem out of place for their proffession. Torpedomen with radar specialization? Engineers with Sonar/radar? Sonar with Visual specialization etc.

It's a quirk in the way the game is coded. I might just get rid of these special skills for the next RFB release, or just limit their distribution more.

Fish40
01-04-10, 12:44 PM
Not to be a pain in the butt, but concerning the Map Contacts being removed. Like I said in a previous post, I still have that option available to me in the Gameplay Options. Did something go wrong? I don't use the option anyway, and I seem to have all the new goodies added by this new version of RFB. Any thoughts?

BGrey
01-04-10, 05:59 PM
I have had a few issues with 2.0, one was when I tried to use the narwhal. I started and was assigned very few crew members and while at sea messing around in the crew screen I crashed. The other issue was with another patrol in a Gar, I had no issues until I ended up around tokyo bay but when I poked my nose in to the entrance I CTDed. Even trying to sail in at no time compression I crash at about the same point every time.

Edit- It seems this is just happening in proximity with any land.

LukeFF
01-05-10, 02:34 AM
Not to be a pain in the butt, but concerning the Map Contacts being removed. Like I said in a previous post, I still have that option available to me in the Gameplay Options. Did something go wrong? I don't use the option anyway, and I seem to have all the new goodies added by this new version of RFB. Any thoughts?

What happened is that I made the map contacts invisible, regardless of whether or not the player had selected to have map contacts visible on the map. What my patch does is re-enable the player's ability to decide whether or not they want to see these map contacts.

LukeFF
01-05-10, 03:26 AM
I need to know if anyone here is having issues with radar contacts being registered by the radarman and on the radar screens. I made some fundamental changes to radar for 2.0, and I want to know for sure they are working correctly. Please make sure you include the following info:


Submarine type
Radar type
Contact type
Range at which target was reported

Thanks!

Fish40
01-05-10, 08:22 AM
What happened is that I made the map contacts invisible, regardless of whether or not the player had selected to have map contacts visible on the map. What my patch does is re-enable the player's ability to decide whether or not they want to see these map contacts.


OK Luke, now I understand:yep: For a minute there, I thought I botched things up. Thanks for clearing it up for me.

Overkill
01-05-10, 11:41 AM
Now If I can just get my video card fixed. :wah:

R3D
01-05-10, 02:29 PM
seems to be alot of periodic stutters in rfb2, cant really tie it down to a specific place.

just pauses alot for no reason :/ :hmmm:

Bubblehead1980
01-05-10, 03:18 PM
I get lag/pauses as well, mainly in the conning tower free cam when SJ radar is on.When its off, very few pauses.

Luke, as mentioned in the PM, I've had trouble with radar in Gato and Porpoise classes, will check others out soon.

BGrey
01-05-10, 05:02 PM
Is no one else having issues with crashes?

Wilcke
01-05-10, 05:07 PM
Is no one else having issues with crashes?

Will be running some patrols tonight.

I need;

Mod List
Year/Month
Sub
Leaving which port.

Wilcke
01-05-10, 05:07 PM
I get lag/pauses as well, mainly in the conning tower free cam when SJ radar is on.When its off, very few pauses.

Luke, as mentioned in the PM, I've had trouble with radar in Gato and Porpoise classes, will check others out soon.

Will be running some patrols tonight.

I need;

Mod List
Year/Month
Sub
Leaving which port.

Don cossack
01-05-10, 05:47 PM
I need to know if anyone here is having issues with radar contacts being registered by the radarman and on the radar screens. I made some fundamental changes to radar for 2.0, and I want to know for sure they are working correctly. Please make sure you include the following info:


Submarine type
Radar type
Contact type
Range at which target was reported

Thanks!

Hi Luke !
I run RFB 2.0(patch1)+RSRDC_RFB_v575(v5XX_patch1).

The test was made with single mission FBM421114, so the boat was a Gato class with SJ and SD-1.
Bearing was 90° and speed 10kts. I choose to "stand" in front of the SJ screen so I was able to see the japanese cruisers column at 10 000, closing azimut 340°. Your little echo-dots are really difficult to see, (very funny :D)

Radioman reported radar surface contact at the same time I was able to id the lead vessel as Furutaka with the TBT, just before ordering periscope depth (I forgot to write the distance down but I assume it was less than 2000 because of the fog+night conditions, I only obtained "TBT lock" on the ship very lately).
Hope this help.

Thank you for your work on RFB.:up:
Brgds
DC

BGrey
01-05-10, 06:26 PM
Will be running some patrols tonight.

I need;

Mod List
Year/Month
Sub
Leaving which port.

RFB_2.0
RFB_2.0_Patch_1
RSRDC_RFB_V575
RSRDC_V5xx_Patch1

I was running a Gar from pearl, on the earliest date. I was assigned to an area southwest of tokyo bay and things went well up to that point, I ran into a task force and sank two carriers and two heavy cruisers. Once I reached my assigned area the game didnt recognize the objective as having been met. I tried to move towards tokyo bay but would crash at about the same point at all time compressions. I tried going elsewhere but crashed again as soon as I came into proximity with land.

I have also had issues with anything involving the narwhal class from crashing right after starting the historical mission to crashing while sailing it in the campaign. It also has very few crew members (dont know if this is intentional or not).

Wilcke
01-05-10, 10:02 PM
RFB_2.0
RFB_2.0_Patch_1
RSRDC_RFB_V575
RSRDC_V5xx_Patch1

I was running a Gar from pearl, on the earliest date. I was assigned to an area southwest of tokyo bay and things went well up to that point, I ran into a task force and sank two carriers and two heavy cruisers. Once I reached my assigned area the game didnt recognize the objective as having been met. I tried to move towards tokyo bay but would crash at about the same point at all time compressions. I tried going elsewhere but crashed again as soon as I came into proximity with land.

I have also had issues with anything involving the narwhal class from crashing right after starting the historical mission to crashing while sailing it in the campaign. It also has very few crew members (dont know if this is intentional or not).

Unable to recreate any crashes even with multiple saves. The first objective is automatically achieved as you enter the patrol area then you are given a second objective to carry out Anti-Shipping operations in the general area.

I did not do that instead headed South South East for Iwo Jima and then on to Balikpapan for a refuel. I will patrol a bit more and then either head to Java or back to Pearl via Midway. As I have yet to sink anything I will probably get a desk job.

RFB_2.0
RFB_2.0_Patch1
RSRDC_RFB_V575
RSRDC_V5xx_Patch1

Wilcke
01-05-10, 11:34 PM
I get lag/pauses as well, mainly in the conning tower free cam when SJ radar is on.When its off, very few pauses.

Luke, as mentioned in the PM, I've had trouble with radar in Gato and Porpoise classes, will check others out soon.

Just ran this single mission, FBM421114, Gato, FPS at the radar displays in freecam are 35-40 no slowdowns. We had the entire convoy in front of us illuminated on the radar.

Now in external cam and while looking at the convoy at periscope depth I slow down to 18-25 FPS, but that is normal due to my CPU being a turkey.

LukeFF
01-05-10, 11:52 PM
The test was made with single mission FBM421114, so the boat was a Gato class with SJ and SD-1.
Bearing was 90° and speed 10kts. I choose to "stand" in front of the SJ screen so I was able to see the japanese cruisers column at 10 000, closing azimut 340°. Your little echo-dots are really difficult to see, (very funny :D)

Radioman reported radar surface contact at the same time I was able to id the lead vessel as Furutaka with the TBT, just before ordering periscope depth (I forgot to write the distance down but I assume it was less than 2000 because of the fog+night conditions, I only obtained "TBT lock" on the ship very lately).
Hope this help.

Good! Thank you! That definitely helps.

Bubblehead1980
01-06-10, 12:17 AM
Well I suppose I will do a fresh install of RFB and see if it helps, but dont think thats the issue bc already a fresh install.

I just finished up a patrol, weather was clear but it was dawn in sea of okhotsk and a bit hazy, my lookouts were not spotting the ships until at 700 yards, my radar was on but when lost contact.Radar NEVER once reported contact, couldnt see pips on the SJ-1 display.when radar was on, still slowed down the view in conning tower.

I ended up sinking both ships in the convoy and the escort was a aux subchaser and a damn idiot at that, never even saw me in the haze and then once i dived and sunk the other ship while making plenty of noise, never came close, ran in opposite direction.

I'm just wondering why SJ is not picking up targets, I suspected for a while it wasnt working, I know now.

RFB 2.0, RSRD.

SgtSabre
01-06-10, 09:19 AM
Speaking of lag:

I get a ton of lag at the sonar station, but nowhere else (don't have radar yet, so can't tell if that lags, too). It's enough that the sonar is barely usable.

Good thing I can still manage, because my sonar man can't hear anything. I just sunk a small merchant from under 1000yds in my porpoise class just outside the Bungo Straight. The whole approach my sonar guy was calling out "no sound contact on bearing XXX". He never heard the ship.

Using:
RFB 2.0 w/ patch
RSRD for RFB w/ RSRD patch
Webster's ship maneuvering fix
Tgt dials to PK fix for RFB

Wilcke
01-06-10, 02:49 PM
Speaking of lag:

I get a ton of lag at the sonar station, but nowhere else (don't have radar yet, so can't tell if that lags, too). It's enough that the sonar is barely usable.

Good thing I can still manage, because my sonar man can't hear anything. I just sunk a small merchant from under 1000yds in my porpoise class just outside the Bungo Straight. The whole approach my sonar guy was calling out "no sound contact on bearing XXX". He never heard the ship.

Using:
RFB 2.0 w/ patch
RSRD for RFB w/ RSRD patch
Webster's ship maneuvering fix
Tgt dials to PK fix for RFB


Will try a quick patrol. Give me

Month/Year
Home port
Patrol area / bungo strait?
Is the station always lagging? In any setting, sea state or weather? Only the Porpoise?

Thank you!

SgtSabre
01-06-10, 03:41 PM
Month/Year: February 1942
Home port: Pearl Harbor
Patrol area / bungo strait?: Was just south of Bungo Strait
Is the station always lagging? In any setting, sea state or weather? Only the Porpoise?: Always lagging. Haven't tried other subs than the Porpoise yet.

To add:

Just attempted a single mission from late 1944 (forgot the month. It's the one where you are supposed to engage BatDiv 3 in the strait of Formosa). Went to radar station and the lag was incredible. Made the station unplayable.

Don cossack
01-06-10, 04:16 PM
I need to know if anyone here is having issues with radar contacts being registered by the radarman and on the radar screens. I made some fundamental changes to radar for 2.0, and I want to know for sure they are working correctly. Please make sure you include the following info:


Submarine type
Radar type
Contact type
Range at which target was reported

Thanks!

Hi Luke,

Today, I made another test. I choose FBM441117. The boat was Balao class with SJ-1 /SD-1.
Starting (21h30), bearing was 45° and speed 10kts. As in the first test, I "stood" in front of the radar screen. At 22h30/40, first contact on screen, azimut 10°, at an estimated range of 35000 yds and closing.
The radioman didn't report anything until the range was slightly under 20000 yds.
Just after receiving radioman radar contact report, for test purpose, I asked for visual contact report, and received an positiv id (long range). It was night but the weather was clear.
Using the SJ-1 + map, I was able to gain the position I consider good enough to dive and beginning the attack run. Guiding with sound (thanks to Sergei mod) on the attack chart, until I periscope-depthed, unloaded all my 10 tubes, and escaped at 2 kts / 200ft. (1 tanker and 2 cargos destroyed + Escort-carrier damaged :DL)
I experienced 3 lags on the radar display during my approach, as if the antenna rotation stopped.

The mission ended abruptly, by a freeze, but I was able to escaped to the main menu. (so not really a CTD :06:)

RFB_2.0 (RFB_2.0_Patch1)/RSRDC_RFB_V575 (RSRDC_V5xx_Patch1)

Hope this help.

Brgds
DC

pocatellodave
01-07-10, 04:16 PM
I get a data base error message.Anyone got an idea whats going on?
pocatellodave

Wilcke
01-08-10, 12:26 PM
I get a data base error message.Anyone got an idea whats going on?
pocatellodave

Just checked the file and it is downloading fine from File Front. Let me know if you still cannot get it.

Treetop64
01-08-10, 01:35 PM
RFB v2.0 FTW! :yeah:

A noticeable improvement over v1.52. Bravo, guys!

Though, I do hope that the SDM for the subchasers hasn't been tweaked too much, at least for damage sustained from a torpedo impact. The SCs would be obliterated from a single hit!

pocatellodave
01-08-10, 01:56 PM
Just checked the file and it is downloading fine from File Front. Let me know if you still cannot get it.

I got it downloaded,no problem today.Thank you!
pocatellodave

Dr. Evil
01-08-10, 01:59 PM
Hey fellas (and assorted female types),

A list of my active mods...

RFB 2.0
RFB 2.0 Patch1
RSRDC RFB V575
RSRDC V5xx Patch1
Radar CombiMod
Remove Grain Effect
Different Warship Smoke for RFB incl Web. Maneuver
Torpex Torpedoes...

When I call battlestations, and then order the crew to man the all the guns, fore and aft AA, as well as Fore and Aft Deck guns, nobody does, and I have to manually move guys into the slots. Is a bug or a feature? If the former, how do I fix it, and if the latter, how do I use it?

Furthermore, nobody is manning the fore deck gun when I do drop guys into all the deck gun slots. Is this normal? When I order the DG to open fire, do both fire anyway? (I haven't tested that, to be honest.)

Thanks!

Anvart
01-08-10, 06:33 PM
1) Problems with interior cameras (not good solution)... not correct cameras spaces...
2) Conning Tower position should be aligned with Command Room on periscopes shafts...
3) ... and Ascope display artefacts...


http://img35.imageshack.us/img35/9053/artefacts.jpg


4) ... and ...
It has been corrected almost 2 years ago...
http://www.subsim.com/radioroom/showthread.php?p=905730&highlight=gatoint03zq2.jpg#post905730


http://img200.imageshack.us/img200/8610/rfb2ct.jpg

...

5) Not correct some scales (dials)... mirrored or right to left reading (arabic?) :D ...

Bubblehead1980
01-08-10, 09:39 PM
No expert but something with the interior cam in RFB is kind out of wack at moment.Esp bad in conning tower if SJ radar is on.Then other problem is even SJ radar is on, its not working.Never had one SJ contact report and never see pips on the scopes, which are difficult to read because of the lag.

I'm sure you guys will figure out the problems, just letting you know whats going on this end.

Also, same problems in various classes from Gato to Porpoise

CH3NO2
01-08-10, 11:03 PM
I have a question please.

Does this mod combine any other mods? Such as.... environmental, sound, prop rotation, uniform/insignia, ship centered, etc. If none of these are already included, could someone tell me what other mods are compatable?
thanks very much for any help.

Fish40
01-09-10, 11:23 AM
At CH3NO2: RFB dose contain the RE(Real Environment) Mod, and adds it's own sounds. I believe there may also be some uniform fixes and tweaks included from previous versions. If you read the first page of the thread, you should see all the fixes and what's included in the Mod.


First patrol in progress. Tambor class, Feb/42. RSRD added as well. Home base, Pearl Harbor. Objective: Conduct anti-shipping ops in southern Marshall Isl. Left Pearl, refueled at Midway. Arrived on station and began patrol. Several days of nothing but open sea. Finally made contact. Seems to be freighter at long distance. Saved game. One issue I noticed so far: Smoke from ships at long distance renders as "puffs" instead of a steady stream. As ship closes, smoke renders normally. No biggie. Other than that, all seems OK. More too follow.

Bubblehead1980
01-09-10, 03:30 PM
In most of the books i've read, the smoke is described as puffs when viewed from long distances and not steady until sub gets closer, so maybe how its rendered in game is correct.

CH3NO2
01-09-10, 04:33 PM
@Fish40, thanks for the reply. I saw the fixes that are posted but I guess I missed what all is included. I will go back and read again. That brings me to another question, if I installed real enviro after RFB 2. then uninstall or deactivate with JSGME does it go back to what RFB installed, or back to stock? Thanks again.

BadKarma1001
01-09-10, 04:56 PM
Maybe i am extremly dim but how do i make my guys manning the AA and engage planes.

Very Jerry
01-09-10, 09:18 PM
I have a few RFB questions

1. During dives to avoid planes or escorts you are supposed to move deck watch to Con and Hoggans alley. Fine, but you have to move all watches. I cannot keep track of which watch I'm in with time compreesion etc to do otherwise. So I guess I only do this if I expect actual aircraft attack or depth charging before I move crew to internal compartments. Can you move while submerged with crew in watch slots? Edit: I found more info on page 13 of downloaded manual

2. Are cruise speeds different from stock game? In a Gar Class sub i get 3 knots at 1/3 speed and 7 knots at 2/3 speed. 7 knots seems to give me a decent fuel consumption rate. Any comments?

3. What's with the map? I guess as you change zoom you get more detailed water depth indication.

As you can guess I haven't been playing this mod much. House sitting one place, PC with game in my condo. :damn:

Thanks in advance.

LukeFF
01-10-10, 08:36 AM
2. Are cruise speeds different from stock game? In a Gar Class sub i get 3 knots at 1/3 speed and 7 knots at 2/3 speed. 7 knots seems to give me a decent fuel consumption rate. Any comments?

Ahead Standard gives the best balance of range and speed and is listed for each sub class in the manual.

Hitman
01-10-10, 12:15 PM
One thing I have forgotten to say many times :doh: already:

The boats still have the wrong 3 blades propellers, the correct 4 blade ones somebody created long ago (Can't remember who right now:damn:) should be added in a future version :up:

Bubblehead1980
01-11-10, 12:26 AM
I think it was captain america who made the prop mod.I know before ducimus included the 4 blade props for gato, balao and tench I simply enabled the mod after TMO.Prob work same for RFB.

LukeFF
01-11-10, 02:36 AM
http://img200.imageshack.us/img200/8610/rfb2ct.jpg


The bearing display was visibile only in a small sliver at the top of the compass face. The conning tower pic from the Bowfin below and the online tour of the Pampanito bear this out:

http://img.photobucket.com/albums/v258/LukeFF/DSCF2477.jpg

LukeFF
01-11-10, 09:30 PM
Just a note as well: I'm resuming work on the damage model for the warships. Currently I'm working on the light cruisers, and I'll work my way forward from there to (eventually) the heavy cruisers.

Treetop64
01-11-10, 11:10 PM
Just DL'd RFB v2.0 a few days ago, installed it over the vanilla v1.5, and I'm thoroughly enjoying it!

> Started a patrol in 1941 from Manilla, in USS Shark (SS-174) - knock on wood...

> On my way down to Celebes Sea, and with that there is already an eerily similar pattern to the real Shark's patrol...:oops:

BadKarma1001
01-12-10, 11:27 AM
Maybe i am extremly dim but how do i make my guys manning the AA and engage planes.

Common guys!
is really noone able to help me with this one, or am i the only one who has this problem?

Wilcke
01-12-10, 11:49 AM
Common guys!
is really noone able to help me with this one, or am i the only one who has this problem?

I manually move my crew to the AA and DG positions in the crew management screen. Then activate GQ and activate their respective commands at the tool bar.

In addition and depending on sub type you may have to deactivate the HUD as it may block the view of the AA positions in the crew management screen. To deactivate the HUD press the DEL key, to reactivate press the DEL key again.

Happy Hunting!

Anvart
01-12-10, 01:10 PM
The bearing display was visibile only in a small sliver at the top of the compass face. The conning tower pic from the Bowfin below and the online tour of the Pampanito bear this out:

http://img.photobucket.com/albums/v258/LukeFF/DSCF2477.jpg
:haha:
In stock (and in RFB) we have outer (bearing) scale under inner scale with the same "picture"...
Reduce the size of an inner scale (visible) and you will see an outer scale... look: http://www.subsim.com/radioroom/showthread.php?p=905730&highlight=gatoint03zq2.jpg#post905730
... and look at the same devices in Command Room...
On your pictures (IISC picture of Bowfin CT fragment) we have one of the variants (interior in game differs)... OK... but in RFB 2.0 mod outer scale is absent (as in stock)!
...
and necessary to write problem essence instead of formally answering...

BadKarma1001
01-12-10, 01:16 PM
I manually move my crew to the AA and DG positions in the crew management screen. Then activate GQ and activate their respective commands at the tool bar.

In addition and depending on sub type you may have to deactivate the HUD as it may block the view of the AA positions in the crew management screen. To deactivate the HUD press the DEL key, to reactivate press the DEL key again.

Happy Hunting!

I´m gonna try this thx!


Another question!
I can rise the air radar mast (SJ i think) with "R" how do i rise the SD radar mast????

ETR3(SS)
01-12-10, 02:07 PM
The SJ Radar Mast is fixed. Only the SD radar mast can raised or lowered.

Anvart
01-12-10, 02:20 PM
The SJ Radar Mast is fixed. Only the SD radar mast can raised or lowered.
:haha:
example mod using without credits to the author...

Overkill
01-12-10, 03:55 PM
Great work on the Mod! :yeah:
After a year I finally had my computers video card's cooling unit fixed so I can start playing games again. The first thing I did was download 2.0 and start playing SHIV again. Perfect timing! :D

Fish40
01-12-10, 04:31 PM
At CH3NO2: RFB dose contain the RE(Real Environment) Mod, and adds it's own sounds. I believe there may also be some uniform fixes and tweaks included from previous versions. If you read the first page of the thread, you should see all the fixes and what's included in the Mod.


First patrol in progress. Tambor class, Feb/42. RSRD added as well. Home base, Pearl Harbor. Objective: Conduct anti-shipping ops in southern Marshall Isl. Left Pearl, refueled at Midway. Arrived on station and began patrol. Several days of nothing but open sea. Finally made contact. Seems to be freighter at long distance. Saved game. One issue I noticed so far: Smoke from ships at long distance renders as "puffs" instead of a steady stream. As ship closes, smoke renders normally. No biggie. Other than that, all seems OK. More too follow.



Just a patrol update. Closed on freighter at standard speed. Determined course, but noted that he was at anchor outside harbor. Dove to periscope depth, and maintained standard speed. At 700 yds. fired 3 MK14's. First one detonated near amidship starting large fire. Next two were duds. Past ship and was able to bring stern tubes to bear. Two more fish, two more duds! By this time freighter is signifigantly lower in the water, and breaking up sounds can be heard. Soon after, she slipped under. I love RFB!:yeah:

OrangeYoshi
01-12-10, 05:48 PM
Thank you, guys, for all the hard work you put into these mods.

vickers03
01-12-10, 06:09 PM
Anvart!! since you won't stop with the compass..
also notice the new shiny glass, now top that:D

http://img35.imageshack.us/img35/5363/gatocomp.jpg (http://img35.imageshack.us/i/gatocomp.jpg/)

HMCS
01-12-10, 10:27 PM
The haze in clear weather is really ticking me off....

walleye
01-13-10, 12:48 PM
with a CLEAN SH4+UBM install, instant CTD every time i select career|single patrol|single mission options from main menu.

Anvart
01-14-10, 11:13 AM
Anvart!! since you won't stop with the compass..
It's not pleasant to me when answer beside the point...

also notice the new shiny glass, now top that:D

And what i can see of new?
I obtained such results when edited (reworked) _Geamuri (CR) and Sticla Cadrane (CT) objects almost 2 years ago (and without S3D :D)...

Wilcke
01-14-10, 12:12 PM
On my boat the guys keep all surfaces bright and shiny clean! Everything gets polished twice daily. Even during a thorough pasting by a tincan we polish brass and glass!

Well done, LukeFF and all contributors to RFB 2.0! Thanks!

More Happy Hunting in the PTO!

fred8615
01-14-10, 01:03 PM
A question just occurred to me. Does 2.0 still use the stock CareerStart.upc file? My Pre Pearl Harbor Career Start mod uses the stock file for RFB too. If there are significant changes to it, do I have your permission to edit it for my mod?

I haven't checked it myself because I'm still playing stock with a few other mods right now.

Wolfling04
01-14-10, 02:46 PM
I bet its already been mentioned but when did the fleet boats get an Ice Cream Maker?:haha:

Took a depth charge last night while playing went to the damage interface and saw the Ice cream maker was damaged:damn:

No more Ice cream?

Overkill
01-15-10, 11:50 AM
I apologize up front if this has been asked many times before...

Does anyone have a list of other mods that are compatible with RFB 2.0?

I did a search but was unsuccessful.

Lewis Wingerter
01-15-10, 02:02 PM
I am playing with RFB 2.0 & RSRD & OM and I have had trouble with Sub chaser not sinking. I hit one with 2 torp and over 100 round of 4" deck gun fire and another one with a torp. Both ship were almost tore in half from the torpedo. They did not sink. I also had troubIe with a Jap Naka class Lt Crusier. It took 5 torpedo to sink it. I didn't have that trouble before RFB 2.0. Has any one else had that problem.

vickers03
01-15-10, 03:25 PM
It's not pleasant to me when answer beside the point...

And what i can see of new?
I obtained such results when edited (reworked) _Geamuri (CR) and Sticla Cadrane (CT) objects almost 2 years ago (and without S3D )...
i was just kidding,
never seen it in a mod:O:

Overkill
01-15-10, 04:31 PM
I did have something weird happen to the fire animation after installing the mod and the map contact patch:

http://i475.photobucket.com/albums/rr114/MudcatC7/SH4Img2010-01-15_162337_618.jpg

Is it something I have configured wrong in my graphic settings?:hmmm:
Reminds me of Silent Service II's graphics back in the day. :DL

vickers03
01-15-10, 04:53 PM
I did have something weird happen to the fire animation after installing the mod and the map contact patch:
and this is the cure http://www.filefront.com/15325399/repair_blocky_fire.7z/

Overkill
01-15-10, 04:59 PM
Awesome! Thank you! :salute:

Overkill
01-16-10, 07:29 AM
Is there a patch as well for blocky oil spills?

http://i475.photobucket.com/albums/rr114/MudcatC7/SH4Img2010-01-16_071530_903.jpg

I also noticed that I don't have Hogan's Alley on the crew management screen. Recon the mod didn't properly install?

vickers03
01-16-10, 07:54 AM
Is there a patch as well for blocky oil spills?
could you post a pic of your jsgme screen?

JackAubrey
01-16-10, 12:09 PM
I bet its already been mentioned but when did the fleet boats get an Ice Cream Maker?:haha:
If I remember correctly, either Mush Morton or Dick O'Kane requisited one for their boat under a bit "shady" circumstances. So it's a nod to this story. :D

LukeFF
01-16-10, 12:25 PM
A question just occurred to me. Does 2.0 still use the stock CareerStart.upc file? My Pre Pearl Harbor Career Start mod uses the stock file for RFB too. If there

Yes, it's the stock UPC file.

Overkill
01-16-10, 02:57 PM
could you post a pic of your jsgme screen?

I did a fresh download of RFB 2.0 and a fresh install and it worked. No blocky fire/oil and I have Hogan's Alley. Must have been a bad/corrupt install.

I greatly appreciate your help, Vikers03. :DL

Flopper
01-17-10, 09:03 AM
RFB_2.0 + Patch1

I'm about to send my sonar operator back to Bainbridge.

Tanker at ~ 7800 yards, SO reports no sound contact, but at the sonar station it sounds like a freight train. Fairly new... have I missed a checkbox?

Wilcke
01-17-10, 01:27 PM
RFB_2.0 + Patch1

I'm about to send my sonar operator back to Bainbridge.

Tanker at ~ 7800 yards, SO reports no sound contact, but at the sonar station it sounds like a freight train. Fairly new... have I missed a checkbox?

Typical with fresh crews. Best to get them some experience and they will develop into fine young sonar ops.

Fish40
01-18-10, 10:18 AM
I noticed two graphical issues. It could be driver related, I'm not sure. First off, while manning the deck gun (manning it myself), if I traverse the gun, I'll get some artifacting in the form of green blocks appearing/disappearing. Once the gun stops traversing, the artifacting stops. The second issue I noticed was during stormy weather. The sea towards the horizon remained flat calm and blue, while the sea in the immediate area of the boat was indicative of a stormy sea. It's almost as if the scene is not being fully drawn. I'm useng an ATI X1650pro, and the drivers are on the dated side. I haven't updated because I have no issues with any other applications, includeing a heavily modded IL2 1946. Any ideas fellas? Thanks.

cdrsubron7
01-18-10, 12:22 PM
Would it be possible for someone to tell me how to get the sonar lines back on the navigation map. Sorry to say that my level of play is not as advanced as most people.

fred8615
01-18-10, 12:43 PM
Yes, it's the stock UPC file.

Thanks. I'll note that in the threads and the download here.

sergei
01-18-10, 01:15 PM
Would it be possible for someone to tell me how to get the sonar lines back on the navigation map. Sorry to say that my level of play is not as advanced as most people.

http://www.subsim.com/radioroom/downloads.php?do=file&id=1470
:DL

cdrsubron7
01-18-10, 01:19 PM
http://www.subsim.com/radioroom/downloads.php?do=file&id=1470
:DL


Thanks, sergei. Really appreciate it. :yeah:

Flopper
01-18-10, 04:34 PM
Typical with fresh crews. Best to get them some experience and they will develop into fine young sonar ops.

Thanks, I didn't think about the crew being deaf... I mean fresh.

Wilcke
01-18-10, 04:44 PM
Thanks, I didn't think about the crew being deaf... I mean fresh.

Unfortunate I have had some that for whatever reason were very deaf. Its a real pain, but if you are patient get them a shorter cruise while still sinking some tonnage you can get back to port and that helps with experience and you can trade a few in for better folks. Its a maddening challenge at times but warts and all its what we have.

CH3NO2
01-18-10, 09:42 PM
@ Lukeff, I saw where you moved slots from Hogan's Alley to the control room. Is this a major mod or can it be done by an individual such as myself? Also, while watching Rockin Robin's targeting tutorial it shows a projected bearing line for his torps. Is this something that was removed in the mod? Thanks for any help.

Wilcke
01-18-10, 10:22 PM
@ Lukeff, I saw where you moved slots from Hogan's Alley to the control room. Is this a major mod or can it be done by an individual such as myself? Also, while watching Rockin Robin's targeting tutorial it shows a projected bearing line for his torps. Is this something that was removed in the mod? Thanks for any help.

I could be wrong but I believe the tutorial was done while using Trigger Maru. RR can you clarify please.

ivank
01-18-10, 11:30 PM
I just want to say thank you to the RFB team! I hated the American campaign and rarely played it. It was just not for me. RFB 1.5 gave me some enjoyment in the US campign but, I never got into it even with that. There was just too many things that annoyed me. I am a believer that even small changes can go along way. In OM720 with the new loading screens and other backgrounds that really stuck out at me as a major change.
With RFB 2.0 I am in love with the US side!
The torp textures helped alot and there are many changes that I enjoy and can not list, but the thing that won we over other various major/minor changes is the new SOUNDS!!

The engine sounds are amazing, I am here in my dorm with my 530 watt sound system cranked all the way up just enjoying the diesel sounds!!!

So for changing the US side in any ways you did I say thank you!

LukeFF
01-19-10, 02:11 AM
@ Lukeff, I saw where you moved slots from Hogan's Alley to the control room. Is this a major mod or can it be done by an individual such as myself?

It's a little bit tricky to get all the parameters correct, but don't worry, this feature will be in the next update for the mod. :)

Hydra
01-19-10, 09:38 AM
LukeFF, here are the details: On patrol in the Makassar Strait in porpoise class sub. May 6, 1942. Come upon medium old composite freighter at 119.15 E and 0.31 N. Weather is very hazy. Green crew doesn't spot target until its too close to set up for torpedoes. Engage deck gun. First five shots cause noticeable hole damage at waterline. Next 90 rounds cause no noticeable damage. Freighter comes to halt and water begins to lap onto deck. Fire three torpedoes with hits and explosions for each. No damage to ship. Fire six more torpedoes - all hits - but no damage. Freighter now actually sitting higher in water. All torpedoes on port side. No crew visible on ship - did they abandon ship signifying ship is sinking?

This is the second time I have encountered an unsinkable ship. The other time was in RFB 1.5. Mentioned situation to my wife and she said it was too bad you didn't work on the Titanic. :rotfl2:

My mods:
RFB_2.0
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
Map Colour Original with terrain
TGT DIALS TO PK FIX - RFB
TMOPlot1.0
EAX_sound_sim_RFB152_without_Websters_Maneuver_Son arFix
SAP v0.5 Stock-RFB-RSRDC
strategic_map_symbols
SH4 Tool Tips Mods R1 Big
RFB2_different_smoke
3000 Yard Porpoise Class Bearing Tool
MyMenu

Wilcke
01-19-10, 10:51 AM
@Hydra,

Looking at your active mod list I cannot help but think that some of those are hosing elements of RFB 2.0. There is so much integrated into RFB.

I now only run RFB 2.0, the patch and RSRDC and its patch and thats it. It also makes the process of bug hunting much easier since you do not have to suspect some unfortunate interaction amongst the list of mods. It just my own 2 cents and for what its worth.

Happy Hunting!

Hydra
01-19-10, 11:32 AM
@Hydra,

Looking at your active mod list I cannot help but think that some of those are hosing elements of RFB 2.0. There is so much integrated into RFB.

Happy Hunting!

You very well might be right, but why would the mods affect only certain ships at certain times? I have been playing with no problems for awhile. Sank four ships on last patrol. Its strange how this seems to be so random.

CH3NO2
01-19-10, 09:00 PM
@ LukeFF, this is great news. Can't wait. Thanks

@ Wilcke, thanks for your reply

Wolfling04
01-20-10, 04:03 AM
Quick question, does RFB include the Merchant Fleet mod that OM does?

And please don't hurt me :O: and if it does, would it be possible to include an "Identify Target" button at the scope and uzo views?

SgtSabre
01-20-10, 04:33 PM
Any progress on the sonar station and radar super-lag issues?

Wilcke
01-20-10, 05:10 PM
You very well might be right, but why would the mods affect only certain ships at certain times? I have been playing with no problems for awhile. Sank four ships on last patrol. Its strange how this seems to be so random.

Random is a problem does this happen also if you are just running RFB 2.0 alone with no other mods?

LukeFF
01-20-10, 07:51 PM
My mods:
RFB_2.0
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
Map Colour Original with terrain
TGT DIALS TO PK FIX - RFB
TMOPlot1.0
EAX_sound_sim_RFB152_without_Websters_Maneuver_Son arFix
SAP v0.5 Stock-RFB-RSRDC
strategic_map_symbols
SH4 Tool Tips Mods R1 Big
RFB2_different_smoke
3000 Yard Porpoise Class Bearing Tool
MyMenu

My guess at this point would be that the zones.cfg file has been overwritten by another mod. That file is the heart of the sinking mechanics model RFB employs.

Hydra
01-21-10, 10:03 AM
Thanks Wilcke, you were right. I had saved the patrol with the target ship several hundred yards in front of me. i removed the EAX sound mod, went back to the game, and the ship was still there. I removed the RFB2 different smoke mod, went back, and the ship was no longer there - just debris and a life boat. I have not done any further patrolling yet to see if this solves the problem. Hope to do so soon.

Wilcke
01-21-10, 12:21 PM
Thanks Wilcke, you were right. I had saved the patrol with the target ship several hundred yards in front of me. i removed the EAX sound mod, went back to the game, and the ship was still there. I removed the RFB2 different smoke mod, went back, and the ship was no longer there - just debris and a life boat. I have not done any further patrolling yet to see if this solves the problem. Hope to do so soon.

Good news! Happy Hunting!

vickers03
01-21-10, 03:42 PM
@Hydra
i see you have SAP 0.5 running, but not RFB2_different_smoke_SAP05 ??
btw, there is a new EAX RFB2 available.

Piggy
01-21-10, 03:58 PM
Sorry if this is obvious and/or not applicable... Its been a while since I played SH4.

I recal one of the major mods (RFB or TMO) had an issue with auto targetting already hit ships (ships that were dead in the water or slowed due to damage). The TDC wouldnt update the speed of the ship and thus there was no way to give it the coup de grace unless you were using manual targetting.

Was this RFB and if so has this been addressed in 2.0? Sorry to say I dont have the patience or time to mess around with manual targetting all the time. I do it once in a while but lately my playing time has been severely reduced and so I would just like to get out and shoot, arcade style... LOL.

Anyway just wanted to check if this was ever fixed/changed?

Thanks, looking forward to the new version regardless of the answer.

Hydra
01-21-10, 05:31 PM
Thanks vickers03, I sometimes have a hard time keeping the mod variations straight!:damn:

green_abobo
01-22-10, 04:44 AM
hello and thanks for rfb 2.0!

curiosity answered my question. yes,you can activate 2.0 in port save after you disable 1.52.

the crew management/hardware sections gets a little screwy in the translation,but everything else appears fine.

what about this hydrophone mod: http://www.subsim.com/radioroom//dow...o=file&id=1470 (http://www.subsim.com/dow...o=file&id=1470)

is this safe to use w/ 2.0 & the 2.0 contacts patch?

edit= wow i have no patience. it appears to work just fine with rfb 2.0. just extract one or the other hyro marker mod like it says in the thread/readme. thanks sergei. very handy.

Wilcke
01-22-10, 12:28 PM
@Hydra
i see you have SAP 0.5 running, but not RFB2_different_smoke_SAP05 ??
btw, there is a new EAX RFB2 available.

Is the new EAX working for you. The first one would always CTD my SH4 RFB or TMO install. Never did look into why it was doing that just do not have the time to tweak just load and go on patrol.

vickers03
01-22-10, 01:17 PM
Is the new EAX working for you. The first one would always CTD my SH4 RFB or TMO install. Never did look into why it was doing that just do not have the time to tweak just load and go on patrol.could i take a look at your mod list?:hmmm:

Wilcke
01-22-10, 03:46 PM
could i take a look at your mod list?:hmmm:

When I tried the first version it was over

RFB Beta and that was it.

Also the same deal with TMO it was just the Beta.

As I was testing I was not even running RSRDC. Not a big deal, I will try the new one and see what it does.

I run independant installs and no mod soup. Just RFB 2.0 and RSRDC. Same thing for TMO 1.9 no RSRDC.

Thanks!

Gato76
01-22-10, 04:37 PM
It's there a mod similar to RFB for SH3 ?

green_abobo
01-23-10, 01:27 AM
here's the link for silent hunter 3 "mega mods":

http://www.subsim.com/radioroom/downloads.php?do=cat&id=29

MH
01-24-10, 11:28 AM
THX FOR THE GREAT MOD.
I just did my first patrol in RF2 and had a problem with some kind of strange haze(purple haze?).I could not lock on ships till almost running them over.
Could spot their shadow from about 800 meter and lock on them from about 400-300.Destroyer passed me by 100 meters and did not see my boat (deck awash)
Weather report said it was clear and good visibility-no clouds rain and big moon.
It was first mission at the beginning of the war- north of Luzon.

Fish40
01-25-10, 07:41 AM
It's there a mod similar to RFB for SH3 ?




The closest thing is GWX I would imagine. The latest version is 3.0 if I recall correctly.

Wilcke
01-25-10, 11:33 AM
The closest thing is GWX I would imagine. The latest version is 3.0 if I recall correctly.

NYGM 3.3 is also excellent and it is stickied at the SH3 Mods section. A definate must have if you plan on running a Super Mod.

John W. Hamm
01-25-10, 08:01 PM
LukeFF I know that i am should just expect the "when it's done, its done..." but I just came back after playing several other sacrilegious games over an extended period of time. And I am anxious to start a new campaign using RFB 2.0 but I really want to wait for this next update. (want to have my planes-men back) So can you give me an idea of how long it may be? BTW what happened to the PhM? I really liked that.

That's not my dog
01-26-10, 01:02 AM
Evening fellow Captains,

I am running SH4 1.5 with the following MODS:

(In order)
RFB 2.0
RFB 2.0 Patch 1
RSRDC_RFB 575

I followed the install instructions that came with RFB 2.0 and it said to install it first and then RSRDC. I did that and JSGME states that if I enable RSRDC it will overwrite a ton of stuff in RFB 2.0. As an experiment I accepted the overwrite. Now, I get a CTD when I start a campaign. I would be most grateful for some help. Thank you in advance.

BadKarma1001
01-26-10, 03:08 AM
Evening fellow Captains,

I am running SH4 1.5 with the following MODS:

(In order)
RFB 2.0
RFB 2.0 Patch 1
RSRDC_RFB 575

I followed the install instructions that came with RFB 2.0 and it said to install it first and then RSRDC. I did that and JSGME states that if I enable RSRDC it will overwrite a ton of stuff in RFB 2.0. As an experiment I accepted the overwrite. Now, I get a CTD when I start a campaign. I would be most grateful for some help. Thank you in advance.

There is a patch for RSRDC.
Main RSRDC thread here (http://www.subsim.com/radioroom/showpost.php?p=667498&postcount=1)
Download here (http://www.subsim.com/radioroom/downloads.php?do=file&id=1459)

That's not my dog
01-26-10, 12:52 PM
I neglected to add that I had the patch running in my first post. My apologies. I am working with lurker hlb_3 on another forum to see if he can help me. Stay tuned....

caspofungin
01-26-10, 06:27 PM
first, gratitude to lukeff and the entire rfb team for an outstanding mod. w/ sh5 looking like it's going to be somewhat limited, i'm sure there'll be a lot of interest in keeping sh4 rolling along... can't wait for the next iteration.

i wanted to ask -- which file contains the parameters for how dense fog is? just seems to be a bit overdone for my tastes in 2.0 -- good visibilty has a significant variability. thx.

MH
01-27-10, 11:56 AM
first, gratitude to lukeff and the entire rfb team for an outstanding mod. w/ sh5 looking like it's going to be somewhat limited, i'm sure there'll be a lot of interest in keeping sh4 rolling along... can't wait for the next iteration.

i wanted to ask -- which file contains the parameters for how dense fog is? just seems to be a bit overdone for my tastes in 2.0 -- good visibilty has a significant variability. thx.

I dont know what variable is that but i used scene.dat file from OMEGU mod and it works much better now.
I still have fog but its bit less dance and i can lock on targets to get measurements at distances that match visibility.

LukeFF
01-27-10, 02:47 PM
LukeFF I know that i am should just expect the "when it's done, its done..." but I just came back after playing several other sacrilegious games over an extended period of time. And I am anxious to start a new campaign using RFB 2.0 but I really want to wait for this next update. (want to have my planes-men back) So can you give me an idea of how long it may be? BTW what happened to the PhM? I really liked that.

It should be released within the next week or two. I'm finishing up a new feature that will go into the patch, and then after that it's a matter of testing it all to make sure nothing is broken.

I removed the PhM and the other so-called "non-combat" POs, because I just wasn't satisfied with how they mesh into the rest of the game.

seaplate hitman
01-27-10, 08:22 PM
Dear sir how to add Ship ID button in the tool bar?

Jten
01-27-10, 09:44 PM
I know what you mean but I would use a term other than 'non-Combat' , considering everyone in the boat suffers the same threats whether you are shoving a torp in a tube or flipping a pancake in the galley.

I actually thought the Phm was the better 'mesher' of the supporting cast. I must tell you, however, that I'm still simulating them. I stick 3 extras in the damage control slots before I sail. Cook, Yoeman and (now) a Phm wannabe with no skill.

I got strafed once and lost lookouts. The gang of three had to pull double duty and I was glad I had them.

Of course, what the crew management system needs is a required crew rotation between patrols, so many have to go and you get new faces.

Any way of adding the CO into a crew slot? Could add a slight RPG aspect into the game.

John W. Hamm
01-27-10, 10:07 PM
It should be released within the next week or two. I'm finishing up a new feature that will go into the patch, and then after that it's a matter of testing it all to make sure nothing is broken.

I removed the PhM and the other so-called "non-combat" POs, because I just wasn't satisfied with how they mesh into the rest of the game.


Okie Dokie man I appreciate all your hard work, and i shall eagerly await this next installment.!!!!

Bubblehead1980
01-28-10, 12:14 PM
get a chance to fix the radar?

SteveG75
01-30-10, 01:21 PM
THX FOR THE GREAT MOD.
I just did my first patrol in RF2 and had a problem with some kind of strange haze(purple haze?).I could not lock on ships till almost running them over.
Could spot their shadow from about 800 meter and lock on them from about 400-300.Destroyer passed me by 100 meters and did not see my boat (deck awash)
Weather report said it was clear and good visibility-no clouds rain and big moon.
It was first mission at the beginning of the war- north of Luzon.

I dont know what variable is that but i used scene.dat file from OMEGU mod and it works much better now.
I still have fog but its bit less dance and i can lock on targets to get measurements at distances that match visibility.

Same problem here. Good visibilty is definitely not good. Where do I find this OMEGU mod so I can swap the scene.dat file? Edit: Found it.

Additional problem. GATO class sub circa May 1942. 20mm AA gun view point is outside conning tower when trying to point to sides of boat.

Edit: Found the solution to the AA camera view clipping.
http://www.subsim.com/radioroom/showthread.php?p=1110674&highlight=editobjpos#post1110674
The camera on the 20mm and 20mm double is too far back and it comes out of the tub on the Early war Gato tower. I am not sure exactly which tower it was, but the sides were not cut down.
So when he uses the AA all he can see when he turns the gun is the outside of the tower. I looked at it and by changing the EditObjPos from -0.079 to -0.069 it worked fine. Just wanted to save you some time and explain what his problem was. I did not look at the other AA guns or other subs, only the one he asked me about.

Can we get that fixed in the next patch?

SgtSabre
02-03-10, 07:36 AM
No news on the radar and sonar lag issues? I'll have to go back to the previous version of RFB because the lag at these two stations makes the game unplayable.

Wilcke
02-03-10, 10:41 AM
No news on the radar and sonar lag issues? I'll have to go back to the previous version of RFB because the lag at these two stations makes the game unplayable.

Have noted a few users posting this issue, but I am unable to duplicate the lag at the two stations.

I can try testing again, will need...

Active MOD list from JSGME
Month/Year
Patrol Area
Sub type

Will be this weekend my schedule is full this week.

RFB Team
02-04-10, 05:12 AM
A sneak peek at what the next RFB update/patch will bring:

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

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

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

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

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

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

-Changed acceleration rate for submerged American subs to equate to approximately 4 knots/minute.
-Added Gato interior mod by vickers03.

Bubblehead1980
02-04-10, 04:29 PM
The patch sounds awseome.One question, you guys take a look at the radar? Not only was I getting lag when when SJ was on but my SJ was not picking up contacts, my crew was always spotting them first.This made the game somewhat unplayable, esp the lag part and not having radar, bummer.Not once did crew ever report SJ contact.

Jten
02-05-10, 10:29 AM
"-Adjusted damage zone modeling for Japanese sampans and fishing boats."

Any estimate on the change compared to current? Over all effect, or hull only? Slightly easier to sink, a lot easier, or harder? I modded mine but I just adjusted across-the-board armor values so I probably weakened some things that didn't matter to sinking.

The other changes look good.

DaveR
02-08-10, 05:19 PM
I posted this under RSRDC because some one else was having a simular problem:

"
history: under rfb1.52 (and RSRDC), i had, occasionally, couldn't load a saved game. Very occasionally, when torpedeo hit, would have ctd.
(but would) restart the mission and no problems, would (just) sink the target.
now, under rfb2, the unable to load 'saved game', over the time of restarting 3 patrols, got worse to the point that none of the 'in game' saved
games will 'directly' load, with out ctd. what do i mean by 'in game' and 'directly'? i found that if i loaded the 'autosaved..leaving..port..'
file, then start the mission and then once at sea, if i load the 'saved game', it would run.
this indirect loading, has worked every time.
For the first patrol, i sunk 4 merchants. started second patrol, sunk a merchant, then on second merchant, so far, with several trys (at least
8), when a torpedoe hits (mk10 or 14), i get ctd.
Vista pro64 sp1
Nautilus out of Pearl
14 April 42
11d 22' 13d1', off Camran bay
"
getting no comments, i'm reposting here, with an update.

started new campaign in a tambor class, out of pearl, during april 42.
first patrol was in south china sea and managed to sink 6 merchants and had no file loading problems or ctds.
'however', the very last tranport, (end of may, china sea) took a torpedeo directly in the stern. it most likely was the rudder, because when
i viewed it with the outside camera, there was no visable stern damage overlay, but the rudder and props were gone. the transport, though,
kept going on at 7 knots. with slightly rough seas, the stern would lift out and still get the feather wash effect. when i surfaced 2k off
its beam, it turned away. after target practicing awhile, i decided to retry the encounter. i closed the exact same way as before and again
fired a 3 torp spread. not surprizingly, all 3 hit. but it went dud, dud, boom and the boom was again in the stern. this time, visual
inspection showed that there was exstensive damage at the stern and again no rudder or props. again it maintained 7 knots. however, this time
when i surfaced, it kept going straight. it finally sunk about an 2 hours later after about 30 3" shells, on a straight course. to me,
this was more than odd because i have never seen a ship continue if the props were gone (or stopped). running low on fuel and torps i decided
to end the patrol. refueled at midway. when i got the 'end mission' window at pearl and clicked on it, and got ctd. i tried docking
4 or 5 times, i even saved so i'm reloading the game outside of pearl and there were no file loading problems. i went back to gsme, where i
had also loaded 4 or 5 other mods behind RFB and RSRDC. i unloaded those files leaving just the 4 RFB/RSRDC. that worked. went back and started putting back the mods i liked, until one caused the problem (i'm at work, so don't remember which one).

leaving the trouble some mod out, i started second patrol, pulling the patrol site, 200 miles south/west of tokyo. 3 weeks into the patrol,
with speed set at 2/3 and x1024 game speed. i'm casually looking back and forth from tv and computer screen when, suddenly, it occured to me, the dot is not moving. checked game speed was at still x1024, set speed stil 2/3, but then noticed that the speed display say's '0kts'.
hit stop, back to 1/3, up to 2/3, flank, still at '0kts' (and x1024). jump to outside camera. ships is in a typhoon. 'but' setting
on the stern of the sub is this... this... glowing ufo(?):sunny:. it is made up of these 'large' 'square' 'colored' 'blocks'. it is round
(as round as square blocks can make it) and it glows, lighting up the stern and surrounding water, except, where it is setting right at the
tip of the stern, i.e. can't see the stern pole. i switch to the bridge to see if it looks any different. but no. however, the lookouts have
rain gear on and the rain gear was 'glowing' (rain reflection?). i saved the game and then backed out of the game completely and restarted. if you
haven't guessed it, no, the file will not load. i removed all the other mods, except for the 4 RFB/RSDC files, no difference, will not load.

i haven't gone back to see if i can indirectly load the game as i had done before because i have given up. :dead:

i plan on getting sh5 and only hope their developers have learned some lessons from the aw-some work the RFB, RSRDC, other mod teams and modders have done.

happy hunting

SteamWake
02-09-10, 07:44 PM
RFB 2.0 its a real pita to move crew members.. say to man the deck gun. They just drop in over whatever slot you 'drag' them accross. Not the old drop and drag.

Am i missing something?

AkbarGulag
02-10-10, 02:08 AM
Excuse me for butting in Steamwake.

Been toying with SH4 again after a long break. So first thing came here and grabbed and installed these mods....

RFB_2.0
RFB_2.0_Patch1
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
OpsMonsun_V705
OMv705_to_V720
OMv720_Patch1
RFB_Metric Nomographs
ASW_RFB-2.0_RSRD-V575_OM-720 (Version 1.0)

Two things to note,

1/ Everything runs great, looks great, feels great.
2/ Most importantly, installing these MOD packs was easy. Instructions for all above were excellent. Things glue together easy ;)

Nice work all in RFB, and nice work once again Lurker (if you read this). Really top stuff :yeah:

OlegM
02-10-10, 03:05 PM
Damage model is still screwed up.

1.5 + RFB 2.0 + RSRDC, no other mods.

Ships are surviving INSANE amount of damage.

IJN small escort carrier survived THREE torpedos, evenly spaced, not in the same compartment. In reality these ships were very vulnerable, converted merchant hulls, "spiced" up with legendary atrocious IJN damage control. I don't know of any case these ships survived a torpedo attack. One torp should sink an escort carrier most of the time.

In my case she wasn't even that close to sinking. She never stopped, she didn't even slow down!

Three torpedos! That is just ridicolous.

IJN damage control was so BAD, they were losing FLEET carriers to one single torp hit.

Do I have to add that a full sized FLEET carrier to an ESCORT carrier is like a M1A1 tank to a Yugo?

I also think that IJN escorts are too smart, but that may be just me. I am allright with DDs being smart, but smaller escort craft, subchasers and minelayers should be much much less capable and smart. Some of these ships didn't even have sonars installed!

I have more complaints about both RFB and RSRDC but they are not as big and probably not show stoppers.

Ridicolous damage model is a show stopper IMO, especially knowing that damage model is a premium content of this mod.

Thanks for wasting my time. And please RFB fanboys, spare me of "it's a free mod how dare you complain" speech. I know it's a free mod, that's why I said thanks for wasting my time, not for wasting my money.

RFB Team
02-10-10, 06:22 PM
Thanks for wasting my time. And please RFB fanboys, spare me of "it's a free mod how dare you complain" speech. I know it's a free mod, that's why I said thanks for wasting my time, not for wasting my money.

You wouldn't have wasted your time writing that post if you had taken the time to read that the damage model in RFB doesn't cover aircraft carriers, be they fleet or escort. :03:

OlegM
02-10-10, 06:30 PM
You wouldn't have wasted your time writing that post if you had taken the time to read that the damage model in RFB doesn't cover aircraft carriers, be they fleet or escort. :03:

OK, may I ask why?

Plus it's hard to believe - are you suggesting damage model for carriers is retained from stock game? In every mod small CVE should sink after three torps, so just tell me which mod or coder is responsible for this :arrgh!:

Sledgehammer427
02-10-10, 06:54 PM
I think the policy is "if you can get close enough to make an attack on a carrier and hit it with enough torpedoes that actually explode, you deserve every ton of that kill."

I only found a Battleship group once, I sank an Ise and I felt I worked for it nonetheless

OlegM
02-10-10, 06:59 PM
I remember I played this game - or was it SH3 - so that ships would actually STOP and go DEAD IN WATER when hit, as they SHOULD, especially when hit near the engine or screw shafts.

Sometimes they would start again, sometimes not.

It was so long ago I don't even remember which SH game or mod that was.

I could perhaps understand a ship surviving three torps once in a blue moon. However I am irritated to no end that it simply refuses to stop and chugs along with whatever it's speed was prior to being hit!

I hit this carrier near the stern, should have taken out it's ability to move and manouver right away.

OK so RFB guy says RFB is not responsible for this, just tell me who is? And who, and when, removed the model with ships going DIW as they should???? Bring me the head of Alfredo Garcia!

Wilcke
02-11-10, 12:13 AM
ASW_RFB-2.0_RSRD-V575_OM-720 (Version 1) :yeah:

How have you been! It has been awhile and I still have some of your great ASW modlet files stashed away in the old harddrive. Perhaps I could talk you into sharing the latest one I see active in your JSGME mod list!

Happy Hunting!

swdw
02-12-10, 01:43 AM
yada ...yada ...yada ...

OK so RFB guy says RFB is not responsible for this, just tell me who is? And who, and when, removed the model with ships going DIW as they should???? Bring me the head of Alfredo Garcia!

It' s a matter of priorities. DM is first worked on the ships you encounter the most and then added progressively as time goes by to other ships.

If you want to talk about something being insane, it's the amount of work that goes into modifying the damage model for each type / class of ship.

It's very easy to rant and rave, and demand heads until you understand how much work is involved.

If it bugs you that much uninstall it and use another mod. Otherwise try to give CONSTRUCTIVE criticism

LukeFF
02-12-10, 04:07 AM
If you want to talk about something being insane, it's the amount of work that goes into modifying the damage model for each type / class of ship.

It's very easy to rant and rave, and demand heads until you understand how much work is involved.

Which is exactly why my work on the DM has slowed to almost nothing. The time needed to test, adjust, and re-test every ship is extensive, never mind that I'm trying to do this on my own. At this point, if I just wanted to complete the Japanese ships, I'm looking at about 15 ships still needing to be done. With my schedule right now, that's just not going to happen.

OlegM
02-12-10, 10:16 AM
OK first of all I am sorry for "bring me the head" - it was an obvious joke and a reference to cult trash 70s movie by Sam Peckinpah (Bring me the head of Alfredo Garcia). See that movie if you can, it's, well, specific.

Now, lets discuss this as adults, someone did something to CVE damage model, because in stock game this ship would explode in a great ball of fire. Incidentally, I would prefer that outcome to what I have seen, for one reason or antoher - in this case it's more realistic!

So my question is who messed with the damage model for CV escorts if it wasn't RFB guys? Someone did....

The thing that irritates me even more than ships taking immense damage is that they never stop.

I remember I did play some version or mod in SH series that actually had ships STOP and go dead in water, or at least slow down, when hit in the propulsion systems, boilers, shafs or whatever. I cannot even remember which mod or SH it was, but since I remember this happening, it seems to be possible to model.

I could live with CVE surviving 3 torps once in a blue moon, but CVE taking three torps (one of them directly in rudder/shaft area) and continuing full speed as if nothing happened - that's beyond ridicolous, you gotta agree.

It appears as if RFB DM takes into account only the flood damage and which compartments are hit. As we all know, Japanese damage control was ATROCIOUS, bulkheads collapsed or were not closed in time, ships went down from secondary or tertialy explosions, accumulated fumes and fuel vapors, all sorts of sh**. It never happens in RFB - ship simply takes water into a damaged compartment and that's that. I never saw critical hits (some people say they're still possible? - maybe, but knowing history of Pacific war they should be more frequent) I never saw secondary explosions, or fuel fumes going off, and the damage control seems to be made of superhumans or robots, who manage to contain flooding to a single compartment even when hit with multiple torpedos.

It's almost as if the stock damage model, however simplified, actually gave more realistic results! There were critical hits, secondary explosions and stuff.... the only thing I didn't like is ships breaking in two (unrealistic but good visual show)

Please, discuss.

AVGWarhawk
02-12-10, 10:40 AM
SH4 is not capable of handling secondary damage due to fire or ammo going off. Would be nice though.

OlegM
02-12-10, 10:46 AM
SH4 is not capable of handling secondary damage due to fire or ammo going off. Would be nice though.

How come? In stock SH4 you can sink a ship with AA 20mm cannon, by shooting crates on a deck. If some of them contain ammo, it will go off and explode in big ball of fire and sink the ship in a spectacular way.

Isn't that basically a "secondary explosion"?

In any case, I would prefer some ships go down in "exploding ammo crate" way, than to see them survive many torps and chug along at 12 knots. Knowing IJN in Pacific war "exploding crates" - if they don't happen too often as in stock - are actually more realistic!

lurker_hlb3
02-12-10, 12:29 PM
OK first of all I am sorry for "bring me the head" - it was an obvious joke and a reference to cult trash 70s movie by Sam Peckinpah (Bring me the head of Alfredo Garcia). See that movie if you can, it's, well, specific.

Now, lets discuss this as adults, someone did something to CVE damage model, because in stock game this ship would explode in a great ball of fire. Incidentally, I would prefer that outcome to what I have seen, for one reason or antoher - in this case it's more realistic!

So my question is who messed with the damage model for CV escorts if it wasn't RFB guys? Someone did....

The thing that irritates me even more than ships taking immense damage is that they never stop.

I remember I did play some version or mod in SH series that actually had ships STOP and go dead in water, or at least slow down, when hit in the propulsion systems, boilers, shafs or whatever. I cannot even remember which mod or SH it was, but since I remember this happening, it seems to be possible to model.

I could live with CVE surviving 3 torps once in a blue moon, but CVE taking three torps (one of them directly in rudder/shaft area) and continuing full speed as if nothing happened - that's beyond ridicolous, you gotta agree.

It appears as if RFB DM takes into account only the flood damage and which compartments are hit. As we all know, Japanese damage control was ATROCIOUS, bulkheads collapsed or were not closed in time, ships went down from secondary or tertialy explosions, accumulated fumes and fuel vapors, all sorts of sh**. It never happens in RFB - ship simply takes water into a damaged compartment and that's that. I never saw critical hits (some people say they're still possible? - maybe, but knowing history of Pacific war they should be more frequent) I never saw secondary explosions, or fuel fumes going off, and the damage control seems to be made of superhumans or robots, who manage to contain flooding to a single compartment even when hit with multiple torpedos.

It's almost as if the stock damage model, however simplified, actually gave more realistic results! There were critical hits, secondary explosions and stuff.... the only thing I didn't like is ships breaking in two (unrealistic but good visual show)

Please, discuss.

Where is your reproduceable test case?

Provide the following:

Date
Sub class
Type of torpedo used
Location

Or

Upload a test mission that proves your point

OlegM
02-12-10, 12:35 PM
Is this matter of you not believing me, or wanting me to be a tester?

So if I am unable to provide exact answers you'll have easy time dismissing my complaint and concluding that the DM works fine? Is this where we're heading?

I rage-quit after what happened, so no save file, sorry.

Other than that, Balao sub, Mark 23s, summer 1944, somewhere east of Phillipine islands (east of that big southernmost Phillipine island)

Also the task force I met was humungous, at least 5-6 BBs, 4 fleet CVs, some CVEs, CAs, you name it. I thought it's unrealistically huge, but that's probably got to do with RSRDC not RFB.

lurker_hlb3
02-12-10, 01:23 PM
Is this matter of you not believing me, or wanting me to be a tester?

So if I am unable to provide exact answers you'll have easy time dismissing my complaint and concluding that the DM works fine? Is this where we're heading?

I rage-quit after what happened, so no save file, sorry.

Other than that, Balao sub, Mark 23s, summer 1944, somewhere east of Phillipine islands (east of that big southernmost Phillipine island)

Also the task force I met was humungous, at least 5-6 BBs, 4 fleet CVs, some CVEs, CAs, you name it. I thought it's unrealistically huge, but that's probably got to do with RSRDC not RFB.

This has nothing to do with believing you or not. This is a matter of determining the conditions of your problem.

The group you are talking about is from the Battle of the Philippine Sea and it is historically accurate.

I plan to build a test case to test out your claim.

OlegM
02-12-10, 01:40 PM
I have some screenshots if you think you can use them. I just don't know how to attach them to posts?

lurker_hlb3
02-12-10, 01:53 PM
I have some screenshots if you think you can use them. I just don't know how to attach them to posts?

Not required, I have enough info to build a test case.

Bubblehead1980
02-12-10, 04:10 PM
Always remember the modders do this on their own time, they are not paid, have real lives to enjoy/deal with but I assure you they strive to do their best work and eventually it will get done.

For the most part I like the RFB damage model.I think it needs some tweaking because I remember in 2.0 hitting a 1,000 ton freighter, the Taihosan Maru, forget the generic name, just know the name from TMO RSRD, small ship though.ONE torpedo to the midship area at the stack should blow that think up, took 5 torpedos to put one done, 5 come on.Again, I understand though, things cant be perfect yet.Think its just a matter of tweaking the DM to get it just right and insure it takes into account more than just flooding.

I have been learning to mod some things in past few months and its very time consuming and aggravating.Eventually once I know some things, have some small projects in mind but believe they will contribute.


Prob one of my biggest issues is when I check the loadouts of ships in ME, because it does have to do with how they blow up/sink....if they are loaded with fuel or ammo.Drives me crazy when I see most tankers loaded with freight, no fuel.Or when every single ship is carrying AMMO.Not sure if its on purpose or just an oversight but hopefully itll be corrected.Cant change it via the ME in RSRD, messes up the campaign apparently.Not just RSRD but seen this in other mods, diff in RSRD is again, cant change it yourself , easily.

LukeFF
02-12-10, 04:20 PM
For the most part I like the RFB damage model.I think it needs some tweaking because I remember in 2.0 hitting a 1,000 ton freighter, the Taihosan Maru, forget the generic name, just know the name from TMO RSRD, small ship though.ONE torpedo to the midship area at the stack should blow that think up, took 5 torpedos to put one done, 5 come on.Again, I understand though, things cant be perfect yet.Think its just a matter of tweaking the DM to get it just right and insure it takes into account more than just flooding.

I'll check it out to make sure the DM's working like it's supposed to be.

OlegM
02-12-10, 04:21 PM
Always remember the modders do this on their own time, they are not paid, have real lives to enjoy/deal with but I assure you they strive to do their best work and eventually it will get done.

I remember in 2.0 hitting a 1,000 ton freighter, the Taihosan Maru, forget the generic name, just know the name from TMO RSRD, small ship though.ONE torpedo to the midship area at the stack should blow that think up, took 5 torpedos to put one done, 5 come on..

I know modders do this on their free time, they are not paid etc etc I have pretty large modding, beta testing and scenario design experience in couple games myself, and I absolutely know it's very time consuming, aggravating and often frustrating. No need to tell me that....:damn:

However, I don't think we should go easy on anybody if we are not pleased with the final product of one's work.

A ridicolous result is a ridicolous result, why should I accept the ridicolous result in silence just because I didn't pay for it?? It's not about money, it's about getting the best results from this engine. If it's about money, then let me pay full price for RFB - no problem - will I then have more rights to demand realistic outcomes?

It's tiring to see every mod criticism end with same ole arguments: "it's free", "if you don't like it play something else". On SH5 boards people are very vocally protesting a game that is not even OUT yet, should we go tell them to "play something else" or listen to their complaints if they are valid?

5 torps for small merch is ridicolous. It's ridicolous for a free mod, and would be equally ridicolous for a 300$ professional simulator. RFB is currently the "only game in town" when it comes to relistic mods for SH4. This status brings some responsibility within this community. You can't just mess up the model and use "it's free" as your best argument. RFB guys should accept criticism or they should never have touched RFB at all.

LukeFF
02-12-10, 04:30 PM
RFB guys should accept criticism or they should never have touched RFB at all.

I am accepting criticism. Again, the only warships at this point that have been modded are the destroyers. Other than that, the only aspect of the DM that would affect CVEs is the hit power of the torpedoes.

If you have issues with DM of the ships that have been modded, then by all means let me know which ships are affected and why you think they aren't sinking properly. I (and Observer, who unfortunately hasn't been around lately), have repeatedly tested these ships, but there's always the chance that a slip-up made it into the mod.

And no, ships cannot sink due to secondary damage.

LukeFF
02-13-10, 04:10 AM
Bubblehead1980:

I tested out the Taihosan Maru tonight. It sinks with one hit under the stack in less than 10 minutes.

lurker_hlb3
02-13-10, 10:17 AM
- Problem: Determine the number torpedoes it takes to sink a Taiyo class CVE in RFB and Stock SH4 v1.5

- Test conditions:

Date: 1 June 1944

Sub: Balao Class SS

Target: Taiyo Class CVE

Location: West Coast of South America. This is to ensure no interference from any other units.

Weapons: Mk23 torpedoes

Setup: Balao SS at periscope depth head north a 0 kts. Taiyo CVE bearing 000 at 1000 yards, heading 090 a 0 kts (ship set to “dock mode” in mission editor so it can not move)

Sub targeting set to Auto with periscope locked on center of Taiyo CVE

Torpedo depth set to 10 feet. Torpedo pistol and speed set to default

First torpedo fired with a spread angle set to 0
Second torpedo fired with a spread angle set to 2 degrees left
Third torpedo fired with a spread angle set to 2 degrees right
Fourth torpedo fired with a spread angle set to 4 degrees left
Fifth torpedo fired with a spread angle set to 4 degrees right

Special note: Modified the Balao .upc file to ensure that both Stock and RFB version of the subs had a full load of Mk23 torpedoes.

- General Comments:

There are two files that control the damage model for any unit. First, the units.zon file and system level Zone.cfg file. Neither RFB nor RSRDC changes the .zon file of the Taiyo Class CVE. RSRDC does not change the Zone.cfg, but RFB does. After examining the .zon file for the Taiyo Class CVE to determine which sections of the Zone.cfg that where used, it was found that the only differences between the Stock and RFB was the values for Flood time ( values were on average 3 times that of Stock ) and the addition of “special effects” (explosion and fires). It also should be noted that the “aim points” for the “test case” are near the forward and aft ammo magazines, fuel bunker and engine room. Each of these areas has a 5% chance of catastrophic failure that will cause the ship to sink immediately.

-Test Runs: Conducted ten runs for both Stock and RFB, After firing first torpedo, confirmed hit, then used TC to advance time 15 minutes and observer results, repeated firing torpedoes until ships sinks.

Run one - Stock: 3 Torpedoes / RFB 3 Torpedoes
Run two - Stock: 3 Torpedoes / RFB 3 Torpedoes
Run three - Stock: 2 Torpedoes (catastrophic failure)/ RFB 3 Torpedoes
Run four - Stock: 3 Torpedoes / RFB 2 Torpedoes (catastrophic failure)
Run five - Stock: 3 Torpedoes / RFB 3 Torpedoes
Run six - Stock: 3 Torpedoes / RFB 1 Torpedoes (catastrophic failure)
Run seven - Stock: 3 Torpedoes / RFB 3 Torpedoes
Run eight - Stock: 1 Torpedoes (catastrophic failure) / RFB 3 Torpedoes
Run nine - Stock: 3 Torpedoes / RFB 3 Torpedoes
Run ten - Stock: 3 Torpedoes / RFB 3 Torpedoes

- Conclusion: There is virtually no difference between Stock and RFB in the number of torpedoes it takes to sink a Taiyo class CVE. The only difference noted was it took on average it took the RFB ship 25% longer to sink by flooding.

Bubblehead1980
02-13-10, 12:07 PM
Luke, thanks for checking it out.Maybe a freak thing or I guess being such a small ship I expected it just blow up and go quickly like I read about the small ships doing in RL.Doubt a smallfry could hang out for ten minutes after being sunk you know? I recall that I hit it dead center for one an after an hour was still there, so fired another thinking it would surely sink and didnt, repeated and after a long time and 5 fish, it went down.Maybe just a freak thing, who knows.Still, nice work though:salute:

Sailor Steve
02-13-10, 01:30 PM
Was just reading this thread. I have nothing to add, and no requests or complaints. I just wanted to say that with so many people praising certain SH3 supermods, some spreading around is due to those who put in their time and effort building, listening, talking, tearing down and rebuilding.

RFB TEAM, you guys rock!:rock:

Sorry for wasting time and space, but I just felt compelled to anti-vent.:sunny:

Bubblehead1980
02-13-10, 01:31 PM
Agreed, they have made a great mod:salute:

OlegM
02-13-10, 10:08 PM
- Conclusion: There is virtually no difference between Stock and RFB in the number of torpedoes it takes to sink a Taiyo class CVE. The only difference noted was it took on average it took the RFB ship 25% longer to sink by flooding.

Thanks for checking. However, the fact it's not changed from stock still does not mean it's realistic. Perhaps it means it should be changed.

I noticed couple more oddities, not *nearly* as irritating as damage-resistant Klingon IJN ships, more like simple bugs, I'll report zhem in separate message(s).

OlegM
02-13-10, 10:11 PM
Oddity no 1. Again, 1.5 + RFB 2.0 and RSRDC for RFB are only mods I have installed.

March 1944, I am sent to do photo recon of three Japanese islands, one of them is Saipan. It's night. Travelling to Saipan from south I notice fire on Tinian (island just south of Saipan, incidentally Enola Gay flew from there), went to investigate and the scene looks as if there's been aerial attack during the previous day, some ships sunk, some burning etc. Nothing strange, however among the IJN ships there is one trawler with US flag :timeout:

Perhaps this is RSRDC thing....

OlegM
02-13-10, 10:15 PM
Odditiy number 2 - the ghost ships. Several times I've seen big cargo ships that well, look like ghost ships.

I have screenshots and the exact date of at least one such incident (and there were several). Yap atoll, 25 April 1944, 21.00 hours.

Ghost ships are noticable only from VERY close, the crew sees them (radar, radio, visual). They can be torpedoed, torps explode, ship sinks extremely quickly, there is debris etc. However there is no wreck. Sinking is reported as: "ship sunk, 0 tons" (no ship type, no tonnage).

Jten
02-13-10, 10:51 PM
I have noticed the ghost ships before when I had intell gathering missions. they seem to function as the objective trigger for mission completion. the mission completes at quite a distance from the 'ship' so i guess you aren't supposed to get near it.
I notice them most when there is a fog effect.

Nephandus
02-13-10, 11:08 PM
First of all I have to say that Environment 5.0 looks really neat.

However, I seem to have some problems with it:

- Under excellent visibility the detection range of a target is app. 13.000 to 19.000 yards by the AI (The latter one was a large modern tanker under ideal conditions... daytime, no waves, no wind, excellent visibility).

- However, when there is "good" visibility, the visual detection range is below 5000 yards (usually around 1500 to 3000 yards) and there is a heck of a fog

- In "fair" visibility, the fog gets even denser, the detection range is nigh non-existent. The fog

- I did not encounter poor visibility yet but I assume that the fog will cause me not being able to see the bow of my own boat anymore.

- It appears that during nighttime, the fog is less dense and even less present if it is raining.

Based on these observations, I think this needs some fixing. Good visibility needs a lot less fog (the present settings would be good for fair visibility) and an increase in visual detection range (I think around 8000 yards in calm weather would be appropriate). Fair visibility would need the fog of the present good visibility with visual detection range of app 3000 yards.

RFB Team
02-14-10, 04:02 AM
Updated readme for the upcoming RFB patch:

Changed default heavy deck gun AA armament on IXD2

Adjusted hydrophone performance characteristics. The speed of the target now plays more of a role in max range at which a target can be detected.

Go Back command for radar and sonar views takes player to conning tower view.

Adjusted damage zone modeling for Japanese sampans and fishing boats.

Re-enabled map contacts.

Changed 10.5cm deck gun ammo loadout to 200 HE rounds.

Changed 37mm AA gun loadout to 2500 rounds per gun.

Fixed problem with 10.5cm deck gun sound.

Added six empty planesmen slots to the control rooms for all American boats. Two enlisted men from each bridge watch should be placed here when the boat is submerged.

Changed introduction date of H-6 radar for H6K, H8K, and G4M aircraft to September 1944.

Changed max range of H-6 radar to approximately 12 miles.

Max ranges for all American subs is now based on the sub carrying fuel in their main ballast tanks (S and Tench classes already had this feature). The new ranges for the rest of the subs is as follows:
-Porpoise: 22,000 miles @ 8 knots
-Salmon, Sargo, Tambor, Gar, Gato, Balao: 15,000 miles at 10 knots

Adjusted default surface speeds for all boats (credit to virtualpender for finding the info) as follows:
-Fleet subs: 6, 12, 15, 18, max speed for each respective class
-S boats: 3, 6, 9, 11, max speed for each respective class

Dive times for all American boats re-calibrated to the historical standard surfaced speed as follows:
-Fleet subs: 15 knots
-S boats: 9 knots

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

Added Gato interior mod by vickers03.

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

Changed SD radar range to 8 nautical miles.

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

Notes on SD-2 naming:
-SD radar underwent a lot of changes in the time it was in service with the U.S. Navy. The original SD radar sets (60 produced between late 1941 and mid-1942) were all field-modified to the horizontally-polarized U-type antenna by the summer of 1942 and were designated SD-a.
-SD-1 (20 produced) had a non-retractable mast and was installed from late 1942. SD-2 (60 produced) was essentially the production version of SD-a and had provision for IFF. It was also installed from late 1942 onwards.
-SD-3 was a version made for small craft, although some were modified back into submarine-compatible sets. SD-4 (104 produced) was an attempt to cure the problems of SD by using a linear dipole array. It was delivered between July 1943 and July 1944. SD-5 (86 produced) was completed in December 1944 and increased the power 130 kilowatts. It had a range scale of 80nm, but Norman Friedman believes this to be an "overoptimistic" belief in its max range potential.
What this all means is that, in determining when SD radar was installed on a particular boat, the following rules will apply:
-Any SD radar set installed before June 1942 will be considered to be SD radar.
-Any SD radar set installed in June 1942 and onwards will be considered to be SD-2 radar (what is called in stock SH4 "Improved SD Radar." Although SD-2 did not appear before the fall of 1942, it had in effect the same range characteristics as SD-a.

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

Work continues on the patch at this point. It is hoped that it will be released "soon." ;)

RFB Team
02-14-10, 06:12 AM
Oh, and this one's for Bubblehead: :D

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

Bilge_Rat
02-14-10, 09:29 AM
I am sure I am doing something wrong, but I have installed RFB 2.0 and separately the RFB 2.0 patch, both through JSGME, but I still get no map updates on the NAV map even though it is enabled as a game option.

secondly, is there a way to re-enable the ATTACK map to work as per the stock game, with the black and white solution/sound contact lines?

great work by the RFB team, but I would like to keep the stock above mentioned aspects on my SH4 instal.

thanks for any help.

p.s.- never ye mind, problem solved, I had not installed the wee mod properly.

Bubblehead1980
02-14-10, 03:29 PM
You moved the ladder, very nice work.

The patch looks good from what you listed.Only thing that concerns me is having all the fleetboats only able to make 18 knots.

Gato, Balao and Tench could make 20 knots easy and if needed ememrgency, could operate past the rec limits and make 22 or 23 knots periods of time, read about it in O Kanes book I believe.

Porpoise, Salmon, Sargo, 18 sounds about right.

So possible youll keep it at 20knts for the Gato, Balao and Tench? Dont think many of us would care for only being able to make 18 knots in a new Balao or Tench.

LukeFF
02-14-10, 08:43 PM
The patch looks good from what you listed.Only thing that concerns me is having all the fleetboats only able to make 18 knots.

You're just reading the readme info a bit wrong. What I mean by "Fleet subs: 6, 12, 15, 18, max speed for class" is that the max speed for each class is slightly different, depending on what class of fleet sub is being played. In other words:

Ahead 1/3: 6 knots
Ahead 2/3: 12 knots
Ahead Standard: 15 knots
Ahead Full: 18 knots
Ahead Flank: max speed for class.

I know, it wasn't the best wording on my part. :D

Bubblehead1980
02-15-10, 12:58 AM
Ah ok, it happens. :salute:

Metus
02-15-10, 07:00 AM
I have the same "problem" as Nephandus concerning the weather. :hmmm:

Bilge_Rat
02-15-10, 01:07 PM
Maybe I am missing something, but what is the crush depth of the various fleet subs in RFB? I did not see anything in the RFB manual.

In a "Gato" class boat, for example, there is a red line at 300 feet and when I exceed it, a little icon pops up that I am exceeding crush depth. I presume I can go deeper, but what is a safe rule of thumb without running undue risk, say 100 feet more?

AVGWarhawk
02-15-10, 01:24 PM
Maybe I am missing something, but what is the crush depth of the various fleet subs in RFB? I did not see anything in the RFB manual.

In a "Gato" class boat, for example, there is a red line at 300 feet and when I exceed it, a little icon pops up that I am exceeding crush depth. I presume I can go deeper, but what is a safe rule of thumb without running undue risk, say 100 feet more?

Keep going until a nut or bolt richohcets off the hull in a mad rage from the pressure!

J/K, 100 to 150 beyond is ok. You will not implode immediatly. Parts of the submarine will start getting damaged. Your men will tell you.

Bilge_Rat
02-15-10, 01:34 PM
thank you, time to do some "deep" dives....

Bubblehead1980
02-15-10, 02:21 PM
100-150 feet is usually okay.Balao and Tenchs could go well beyond their test depths of 400 feet(600 and even deeper in some cases) because of their thicker hulls, although I think in RFB can only go to 450, hopefully they will implement the deep dive function like in TMO at some point, where can go to 600 feet and beyond..Gato and previous classes think 100-150 feet below test depth(red line) is fairly safe.Wouldnt do it unless forced to during evasion.

OlegM
02-15-10, 11:45 PM
Playing RFB 2 incessantly for 5-6 days and I have to say it grows on me :yeah:

Noticed some nicely tweaked things that didn't work (or didn't work this well) before. Also the mod is very stable, knock on wood, didn't crash on me so far on 2 PCs.

So, a nice work after all. I retract some of my harsh criticisms. However I certainly hope you do get to tweak all ships damage models (CVs included).

Bilge_Rat
02-16-10, 10:43 AM
I have another question, what is the reference point you use with the Stadimeter to measure range?

Based on p.39 of the RFB manual, it refers to:

-merchant ships: top of tallest mast;
-CV/CVE: flight deck;
-other warships: top of tallest funnel.

Is that correct?

Is this the way it works in the stock game as well? I checked the game manual, but it contains only the barest of details.

AVGWarhawk
02-16-10, 11:01 AM
Game manual, toss it. RFB I believe has gone back to using the mast heights as reference. The carriers the top of the deck and the warships us the funnels. I might be incorrect on some of these but I do recall the merchants went back to using the mast height.

Evil Koala
02-17-10, 01:56 AM
Were radio reported contact's course information removed? All of my radio reported contacts look like this:

Contact Reported. Friendly Warship . Long 122 05' . Lat 12 44' . Course . Speed 17 knots!

LukeFF
02-17-10, 02:17 AM
I have another question, what is the reference point you use with the Stadimeter to measure range?

Based on p.39 of the RFB manual, it refers to:

-merchant ships: top of tallest mast;
-CV/CVE: flight deck;
-other warships: top of tallest funnel.

Is that correct?

Yep

LukeFF
02-17-10, 02:19 AM
Were radio reported contact's course information removed? All of my radio reported contacts look like this:

Contact Reported. Friendly Warship . Long 122 05' . Lat 12 44' . Course . Speed 17 knots!

I checked that line in both stock and RFB, and it hasn't been changed. That's strange that that's happening. Anyone else seeing this?

BadKarma1001
02-17-10, 02:47 AM
I checked that line in both stock and RFB, and it hasn't been changed. That's strange that that's happening. Anyone else seeing this?


Yup but i thought it was made on purpose!:oops: