PDA

View Full Version : Running SH4 with Real Fleet Boat....need more Mod suggestions


emasino
12-16-13, 06:03 PM
Hi all,

I am running SH4 V1.5 with RFB 2.0 and patch. What other mods do you suggest I use. I had SH4 for years but a new laptop has me giddy with the better graphics card I have now. Having to re-learn everything. :/\\!!

Thanks for the suggestions. :salute:

TorpX
12-17-13, 12:19 AM
I would suggest these for consideration:

1. RSRDC_RFB_v575 campaign traffic mod
2. RSRDC_V5xx_Patch1
3. SAP v0.9-RFB2.0 ship acceleration physics mod
4. Nav map makeover v1.1 improved charts mod
5. RSRDC_RFB_Pre Pearl Harbor Career Start start career early


I'm sure others will come up with more.

I'm not sure if Nav map makeover v1.1 is the latest version, or if there is a later/better version out there. Maybe someone will know.

Kaleun
12-17-13, 03:20 AM
4. Nav map makeover v1.1 improved charts mod Nav map makeover is now up to version v2.1 (Subsim download links below);


http://www.subsim.com/radioroom/downloads.php?do=file&id=3586

and it's patch

http://www.subsim.com/radioroom/downloads.php?do=file&id=3630

emasino
12-17-13, 07:35 AM
Thank you. I will give those a try.

can't seem to find "SAP v0.9-RFB2.0"........SAP v0.5-RFB2.0 is all I can find.

TorpX
12-17-13, 11:32 PM
Nav map makeover is now up to version v2.1 (Subsim download links below);

Thank-you! I thought it had advanced beyond the version I was using.





can't seem to find "SAP v0.9-RFB2.0"........SAP v0.5-RFB2.0 is all I can find.

I couldn't find it either.

Looking around my mod stuff, I also listed RFB_WDM_17Jan09. The WDM is for warship damage model. I'm not sure if it was later incorporated into the RFB 2.0 patch, or if it was still considered necessary. I couldn't find the actual RFB_WDM_17Jan09 mod, but I still have the SAP v0.9 mod. If the moderators give me the word, I can upload it to the site here.

I believe I originally got these from the ftp://ftp.kickinbak.com site, but I was not able to log in for some reason.

aanker
12-18-13, 11:51 AM
I run SH4 on RFB, occasionally changing the interior with a rare one by Vickers03, and the 15 cycle campaign from the Pacific Thunder Campaign.

Happy Hunting!

merc4ulfate
12-18-13, 02:27 PM
Sometimes a mod may be hard to spot due to the fact that the name of the mod does not always equate to the name of the folder once it is downloaded.

Sometimes you have to do some digging to find what you want.

SAP mod:

(REAL FLEET BOAT ONLY)V0.4
http://www.subsim.com/radioroom/downloads.php?do=file&id=1313

(REAL FLEET BOAT WITH RSRD)V0.4
http://www.subsim.com/radioroom/downloads.php?do=file&id=1314

You will find this and other version of SAP in the GAMEPLAY MODS sections of the downloads in SH4 here eat subsim.


===========================

Generic Mod Enabler - v2.6.0.157
1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Traveller Mod v2.6 TMO
#1 Real Environment mod install
Traveller Mod 2.6 Patch 1 - ISE v3 Patch
#4 Warships retextured
Traveller Mod 2.6 No Midway Transfer
Traveller Mod 2.6 No DC Camera Shake
Traveller Mod 2.6 Larger Search Patterns
Traveller Mod 2.6 Harder Enemy AI Escorts
Traveller Mod 2.6 Automatic Ship ID
Traveller Alternate Main Loading Screens
Convoy Routes TMO+RSRD
tambor198's TMO+RSRDC missions pack

emasino
12-18-13, 06:38 PM
Thanks Merc for the help but your links go to the v0.5, which I have found.....Torpx has version 0.9 of SAP v0.9-RFB2.0 in his list. This is the one I can't seem to find. Unless 0.9 is a typo and it should be v0.5

I am guessing you are saying this is v0.9 and it just doesn't say it is because the name of the file hasn't been updated.

aanker
12-18-13, 10:04 PM
I think Webster may have used a version of a mod by JREX53 similar to SAP and will do some digging for it. Pretty sure he incorporated it into his GFO mod.

Here:
Ship’s Acceleration Physics
By JREX53
http://www.subsim.com/radioroom/downloads.php?do=file&id=1091

Sorry if this is the old version......... I don't know.??

TorpX
12-19-13, 12:53 AM
SAP v0.9 is the last version of SAP that JREX53 completed (as far as I know). In the documentation, he said this version is for RFB only. I had been using it in my RFB + RSRDC game, as there was no later version to be had.



I'm not sure if it should be used, or if RFB incorporates his changes in RFB 2.0. I guess he intended to come out with another version, but lost interest in the project:

http://www.subsim.com/radioroom/showthread.php?p=1600142#post1600142

aanker
12-19-13, 02:00 PM
I was hoping Websters could be extracted from GFO and might work because RFB deals with modifications to the submarine and Websters GFO was suppose to 'fix' these jack rabbit starts made by warships and maru's.

??

Maybe not........

TorpX
12-19-13, 11:45 PM
I think the main issue as far as what version of SAP is made for what version of RFB/RSRDC, is that the merchants ships would be different. There is a different menu of merchants in Stock - RFB - RSRDC, is there not?

So, I'm guessing using the wrong version of SAP (or some GFO extract) would miss those ships that were added by RSRDC, leaving them as they were before?

aanker
12-20-13, 01:12 PM
I think the main issue as far as what version of SAP is made for what version of RFB/RSRDC, is that the merchants ships would be different. There is a different menu of merchants in Stock - RFB - RSRDC, is there not?

So, I'm guessing using the wrong version of SAP (or some GFO extract) would miss those ships that were added by RSRDC, leaving them as they were before?

This remark by JREX53 lead me to believe that RFB's focus was on the submarine..... (??):
"This version is for the people who run Stock or RFB only" and made me optimistic.

However the SDM - the sinking model discussed in the RFB Readme is discouraging that thought... lol

I hope RFB limited the scope of any changes in the Sea folder or other locations to stock ships, and let RSRD and other 'campaigns' run with any 'new ships'.

The Y thrower was fixed by Tater/Ducimus et all... was that included. arrgh!

Wonder if Webster still has the 'new' JREX53 mod or the Readme, that might shed some light on this.

The RFB team has scattered to the four winds hasn't it. I couldn't get in with ftp the other day to look either, it wouldn't load all the way.

TorpX
12-20-13, 09:33 PM
The RFB team has scattered to the four winds hasn't it. I couldn't get in with ftp the other day to look either, it wouldn't load all the way.


I suspect most of the modders wouldn't remember what/how they did RFB and SAP.

I'll look around in some of the old RFB folders I have and see if there's anything useful.

emasino
12-22-13, 01:53 PM
Thanks for all the help guys. One question, I have a bunch of mods loaded in my mod enabler (JSGME) some of the mods in the activated list are grayed out and some the lettering is black........it's telling me something but I am not sure what.

Thanks again

TorpX
12-23-13, 12:13 AM
If the mod is greyed out, it means some of it's changes were changed again by a mod installed after it. This means you shouldn't try to disable the greyed out mod until after you disable the later one first.

It also provides a clue as to what may be causing any problems you may be having with your mod soup.

swdw
12-31-13, 01:51 PM
I started working on the ship physics after making some major changes to the sub physics in RFB. When I had to set aside modding, jrex53 took it over.

I'll take a look see and check to see if his changes got included in RFB patch. Some stuff depends on the comparative release dates. The physics changes were something that was never talked about much but took a heck of a lot of time and testing on each ship to fine tune.

Where he was working on it starting with the smaller ships, I started with the bigger ships. He got way farther with it than I did.

If you look here you can see why these changes were needed.
http://forum.kickinbak.com/viewtopic.php?f=11&t=1720

TorpX
12-31-13, 10:28 PM
swdw, I was wondering about the kind of testing that goes into this sort of mod (which I gather is quite a lot). From reading the thread, it seemed to be along the line of setting up a single mission, with a large convoy, and flinging in a few torpedoes to see how they react. This strikes me as a very slow and labor intensive method. Would it be possible to make a "shake and bake", playable mod for XYZ merchant, make whatever changes to drag coefficients/engines/etc., and drive it around awhile, instead? This way, one could tabulate how long it took to reach 10 knots, or how large the turning circle was, etc., etc.

What do you think?

emasino
12-31-13, 11:30 PM
So I have been having fun with some of the mods but I ran into a glitch where I can't use the 3000 yrd bearing plotter for RFB. After trying I don't know how many combinations I think it has to do with the Nav Map makeover 2.1 and patch.
Seems when I put the bearing plotter in, the game will start and when I start a mission and pull out of dock the game crashes. The mods I have are as follows:

RFB 2.0
RFB patch
ISE_V3_TMO&RFB
#2ISE Realistic colors
RSRD_RFB_V575
RSRD_V5XX_patch 1
Nav Map Makeover V2.1
Nav Map Makeover V2.1 patch
Pacific sound Mod
Max optics IV for RFB 2.0
Max Optics Binocular for RFB

Also tried to use bigger better protractors with same issue. Any ideas? do I have the Mods in a good order?

Thanks for the help

TorpX
01-03-14, 12:15 AM
First off, what are your system specs and RAM?

The bearing plotters are known memory hogs; some have problems with them. If you have enough memory, it may be due to compatibility issues with the Nav Map Makeover, as you suspect.

Kaleun
01-03-14, 12:56 PM
Hi,

If you have a least 4 GB of memory & preferably 64 bit O/S - You might want to make SH4.exe Large Address aware; so it can use extra memory - i can't run the 3000yd plotting tool on my rig (i5 2500k, 8GB, GTX770, Win7 x64 - so no slouch!) without it. This stops alot of crashing in SH4

see below:

http://www.subsowespac.org/the-patrol-zone/give-silent-hunter-4-a-memory-boost.shtml

Hope this helps

Kaleun

emasino
01-03-14, 08:06 PM
I am running a Dell Inspiron 17R, 8GB RAM, Intel i7-3630QM Quad Core 2.40GHz, Nividia GeForce GT 650M, Windows 8.

I messed around with the MOD installs some more and the Bearing Plotter and the Nav Map Mod definitely don't like each other......I like the Nav Map make over more so I will keep that.

I did, by the way get, the bigger protractor tools working.

The second suggestion seems a little out of my comfort zone. I'm not really tech savy so I try to stay away from playing under the hood.

Thanks for the help guys.