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Fish40
04-07-12, 10:37 AM
Does anyone know if RFB addressed the issue of correct props for the US subs? I'm speaking of correct blade number on the props. I use RFB, but still see 3 bladed props which I believe is incorrect. I know this issue was fixed with certain mods a long time ago. I never gave it much thought, until I recently watched a SH 4 video on Youtube, and saw the 4 bladed props, which got me thinking.

CapnScurvy
04-07-12, 12:41 PM
I just checked the RFB 2.0 models for the Gato, Porpoise, Salmon class subs, they have the 4 prop model shown as a part of their makup. Does it not show in-game?

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EDIT:

A further check with both Porpoise and Gato subs in-game, they do indeed have the 4 segment prop.

Fish40
04-08-12, 05:15 AM
Thanks for looking Captn S, but I'm afraid I'm not seeing it in the game. I loaded up one of the single missions with the Gato, and I'm seeing a 3 bladed prop. Can't say why that is though:hmmm:

Karle94
04-08-12, 07:28 AM
Thanks for looking Captn S, but I'm afraid I'm not seeing it in the game. I loaded up one of the single missions with the Gato, and I'm seeing a 3 bladed prop. Can't say why that is though:hmmm:

Do you have any mods that does any changes to the NSS_Gato.dat? If so, that might explain why.

CapnScurvy
04-08-12, 09:15 AM
Thanks for looking Captn S, but I'm afraid I'm not seeing it in the game. I loaded up one of the single missions with the Gato, and I'm seeing a 3 bladed prop. Can't say why that is though:hmmm:

My checks were made running a campaign, both coming from Pearl.

I don't have "documented" proof, but I've always felt a mission makeup is different than a campaign. I don't know if I can explain it, but some missions take on their own set of circumstances that over rule a modded game. Not all modded files get loaded when a particular "mission" is run. Which ones or why, I don't know.

I do know if you mod a particular item and have that mod "activated" when making a new mission with the editor, the mission made will reflect the mod changes when played. If you use a different modded game and try to run the mission made from the original you'll get a different outcome. It seems some portions of a mod won't show because it wasn't a part of the edited mission when it was first made.

I've seen this when checking for accuracy of ship heights for stadimeter correction. An edited mission made from the TMO mod, will have a ship sitting at a specific height. Using the same edited mission setup to check the RFB ship height will result in a different finding. Having an RFB edited mission run with the RFB modded game will produce an even different finding. Sometimes the ship won't appear at all because the edited mission has one set of files, the game modded differently has another.

Does this explain why running an RFB modded game and using a stock made mission, the 3 bladed prop shows?!

Maybe.

Fish40
04-08-12, 09:37 AM
Interesting thoughts there. As far as I know, all the mods I'm useing are compatable with RFB. I'll have to check in campaign mode, since I have an ongoing campaign in a late-war configured Gato. I'm not gonna go bonkers over this though. Everything seems to be in working order.

CapnScurvy
04-08-12, 10:13 PM
Yea, it's no biggie. The fact that a stock game "Quick Mission" uses whatever sub makeup the mission had when it was created, regardless of what mods your running, only rears it's head when you play one of the missions. I'm not saying you won't see any modded files with a solo mission, but there seems to be some files that won't change regardless what mod you apply. Personally I can't remember when I actually played a solo mission (outside of using one of my created mission setups for checking ship length/heights for calculating AoB/Range).