View Full Version : RUB 1.43 Questions
Enfilade
08-20-05, 08:12 PM
Had the game for a few weeks, enjoying it massively, now playing at around 88% difficulty. I have all realism options active except for turning off map updates. That helps me in determining speed etc for 3.15 minute rule.. and icon colours help in identifying nationality of targets. I intend to install RUB once this career ends. My questions:
If RUB dispenses with map update option and icon colours, does this mean I have to get within a few hundred metres (at night etc) to see (via flag) if I'm firing at an enemy, neutral or allied vessel? How do people identify targets in other words. Secondly, in the absence of map udates, does RUB include a particular mod that I can use to get range/bearing to calculate speed? Does it include the 'realistic bearing mod' that I've heard mentioned?
Also, (can't find the previous thread on this).. do people view the vanilla deck gun limit on wind speed realistic? I'd like to increase its viability perhaps to a wind force of 10. If so, how do I change the config file and will this affect RUB?
Thanks in advance... I'm still learning the ropes although been monitoring the SH3 forums for months.
Twelvefield
08-20-05, 10:03 PM
If you are a regular forum reader, then you are no doubt going, "Aw crap, it's that Twelvefield replying..." (wry smiley)
Well, moving right along...
I find that I have to see the flags, all right. This will make your approaches much more circumspect, but on the other hand, you can use the time you need to get close to the target to collect its navigational data.
With RUB and map idents on, what you get is a series of tick marks that will easily show you the bearing of your target, but not the range. It's difficult to describe, but maybe there's a screenshot somewhere. The ticks are colour coded red for warships and black for shipping, but other than that, you have to look for flags to get nationality. You get more or less the same information from listening to your hydrophone, in that you can hear the difference between warship and merchant screws, but it's difficult to get range. The ticks do get darker and lighter if your target moves closer or farther from you, but it's too subtle an effect to truly figure out range.
You can calculate your own range using the periscope stadimeter, or by using the WO when he is on deck. Again, this will make your approaches much more cautious, which is time-consuming, but not neccessarily bad.
You can also calculate speed by counting screw revolutions in the hydrophone room, but I don't do that.
RUB 1.43 allows (and assumes) that you will want to change the deck gun limit. I believe that Beery even includes in his ReadMe how to make the change, although I haven't actually done that myself, so I'm not so sure on this.
Enfilade
08-20-05, 10:31 PM
Thanks for the info.. so red for ALL warships or just enemy warships? Also, I believe there is a mod (a la Wazoo's Tutorial) that is used to take bearing/range marks and thus compute speed. I was just curious if this mod was included with RuB or whether it needed to be downloaded separately after RuB is installed.
Once I install RuB, looks like I'll have to get close to ensure that I don't mistakenly torpedo a neutral or allied ship. I try to get within 1000 metres anyway but have also been getting kills (using Fast 90 targeting) at distances of up to 3000 metres. Pretty hard to i.d. a flag at that distance though!
ShadowWulf
08-20-05, 11:25 PM
hey. im a nuke simmer and really new to SH3 (had it for less than a week). Been trying to learn the works and get it mod'ed though i was just wondering what are you guys refering to on the deck gun. Is it two sensitive to the wind or not enough(guess i havent played enough to notice any real odd factor in it)? Also what is Fast 90 targeting and where are some threads or sites that i can get tactics info?
DirtyHarry3033
08-21-05, 12:01 AM
hey. im a nuke simmer and really new to SH3 (had it for less than a week). Been trying to learn the works and get it mod'ed though i was just wondering what are you guys refering to on the deck gun. Is it two sensitive to the wind or not enough(guess i havent played enough to notice any real odd factor in it)? Also what is Fast 90 targeting and where are some threads or sites that i can get tactics info?
I believe what he was referring to about wind force was ability to man the deck gun. By default, if the wind is over 7 meters/second (15.6 mph) you can't assign a crew to the deck gun due to seas washing over the deck.
If the winds are light enough that you can man the gun, I haven't really noticed much difference in accuracy one way or the other.
It is possible with the 1.4b patch to modify your sub's config file to allow manning the gun with winds up to 15 meters/second - I did this tonight in desperation, having crippled a C2 and a coastal freighter, and only one eel left. Winds at the time were 11, and the gun crew spent half their time up to the waist in waves, and the sub was pitching and rolling so much it was about impossible to get a hit but I finally managed it.
Enfilade
08-21-05, 01:01 AM
ShadowWulf, yes I was referring to the ability to man the deck gun in winds over 7 m/s. Still not sure how to alter the file.. what's the consensus in the community about what level is realistic? I was thinking around 10 would be about right.....
Re Fast 90 manual targeting etc... here is the link to Wazoo's Tutorial site... I've found it invaluable:
http://www.paulwasserman.net/SHIII/
Here's another question I've got re targeting through stern tube and AOB: I get a bit mixed up here with things in reverse. But essentially, if I calibrate my scope at 180 with the AOB dial in TDC also at 180... it should calculate the AOB correctly, yes?
DirtyHarry3033
08-21-05, 09:18 AM
ShadowWulf, yes I was referring to the ability to man the deck gun in winds over 7 m/s. Still not sure how to alter the file.. what's the consensus in the community about what level is realistic? I was thinking around 10 would be about right.....
You need to mod the sub's config file. For example, the VIIC file is here, if you installed to default path:
C:\Program Files\Ubisoft\SilentHunterIII\data\Submarine\NSS_U boat7c\NSS_Uboat7c.cfg
The line to change is:
StormConditions=7,0.1;max wind speed [m/s], max rain intensity [0,1]
To change the max wind speed, change the "7" to the speed you want. I believe I read the max possible is 15.
The 2nd number, "0.1" is the max rain intensity. This can be set to a max of 1.0.
I don't know if it would affect RuB or not, I'm waiting until I finish my current career before I install it.
TheSwampFox
08-21-05, 10:27 AM
I don't mean to hijack the thread, but I have a quick RUb question. IS there a way to change the water back to its original color? I love every part of the mod aside from that. I don't play often and I like to watch my boot underwater and follow fish to their targets.
wetgoat
08-21-05, 11:10 AM
SwampFox, there is a mod called ''unreal uboat mod'' made for people who don't like every single aspect of RUB. Avaliable at u-boot.RealSimulation.com. Check it out. Several options for reverting different features back to stock. Good luck!
jasonb885
08-21-05, 11:29 AM
SwampFox, there is a mod called ''unreal uboat mod'' made for people who don't like every single aspect of RUB. Avaliable at u-boot.RealSimulation.com. Check it out. Several options for reverting different features back to stock. Good luck!
I think I just uploaded the latest version of UnRealUBoat to RS.com.
:up:
Twelvefield
08-22-05, 12:13 AM
TimeTraveller's Colour Inspector tool has a button that allows you to restore the original values without having to use any mods.
jasonb885
08-22-05, 08:32 AM
TimeTraveller's Colour Inspector tool has a button that allows you to restore the original values without having to use any mods.
But then you have to install a prog.
;)
To each his own, though.
:up:
fire-fox
08-22-05, 12:43 PM
hi, not been on the forum for a while saw bear with me.
in the read-me for RuB 1.43 it sayes:
"050719: Fixed radar and sonar bugs in the Type XXI. Fix by Cdr Gibs. (data\Cfg\Basic.cfg)"
and
"050720: Fixed IXD2 torpedo loadout bug. (data\Cfg\Basic.cfg)"
saw if the XXI's sonar is fixed can the IX's sonar be fixed?
fire-fox
08-23-05, 01:25 AM
bump
ShadowWulf, yes I was referring to the ability to man the deck gun in winds over 7 m/s. Still not sure how to alter the file.. what's the consensus in the community about what level is realistic? I was thinking around 10 would be about right.....
RUb already modifies deck gun usage to allow the guns to be used in up to between 9m/s and 14m/s wind conditions (depending on the U-boat in use).
jeronimoh
08-26-05, 10:39 AM
Maybe I have already read something about this but I forgot WHERE I saw it, so I'd like to ask: Does RUB 1.43 change the visibility at night? Now, playing RUB, i'm almost not able to see any ship at night (usin binoculars), even if it's relatively close to my U-BOAT. Am I just paranoic or the visibility has really been altered?
I've noticed I can't see anything at night until it's within 1km. But my WO will still spot ships at 8km on a clear night. :huh:
Karl-Heinz Jaeger
08-27-05, 02:52 PM
Hi all, am somewhat of a newcomer here-although I've been a member for a few months I haven't posted much at all. Nice to meet you all and glad to be in the company of so many salty dogs!
I have a couple of questions regarding SH3 and was hoping that you guys could help. I have RealU-boat installed along with a couple of aesthetic mods such as Sky and Bearing Tool mods and I was wondering about the crew fatigue changes from the stock install to the RealU-Boat mod. I find myself having a shortage of able crew members when I'm just 12 hours out to sea from port, most of my crewmen, the ones that are on active watch anyways all get reduced to alarmingly low endurance rates very quickly, despite my changing watch every 6 hours. Typically before I'm even halfway to my patrol grid, most of my crewmen are unfit to man their stations, and despite regular rest cycles their endurance does not replenish the way it used to in the stock installation off the CD. Thusly I'm having a terrible time of it engaging targets, having to switch the least exhausted crewmen back and forth all over the boat.
I was wondering if anyone had any suggestions/tips/tricks for a more efficient shift rotation, or perhaps if there was a way I could revert this particular feature of the RealU-boat mod back to where my crewmen will re-gain endurance when they are off duty, but without removing the mod as I want to hang on to it. Any ideas anyone has would be greatly appreciated as I'm having a tough time of it.
On a side note I just want to say a massive thank you to all the modders and those who have contributed to what is one of the best set of mods ever created for any game, and making an already awesome game immeasurably better. Keep up the hard work all!!
Clear skies and Good Hunting!!
HEMISENT
08-27-05, 07:55 PM
Karl-Heinz
The fatigue issue has been discussed on numerous threads in the past. Check out the search option under fatigue.
I had a heck of a time understanding and working with Beery's new stress/fatigue model at first but after sticking with it I found that it is nearly trouble free.
try this:
1. understand that your first 2 or 3 cruises will be a bit like playing musical chairs but after the 3rd cruise you are pretty much home free.
2. time compression 32x and less causes stress(no longer fatigue) and the crew stress level will accumulate. 64x and above stress does not accrue.
3. any time compression should be in the nav map mode
4. keep everyone out of the torpedo rooms and damage control unless absolutely needed.
5. at the start of a career I try to spend my renown enlisting qualified officers for machinist and torpedo positions if not already in start up crew roster. Don't be afraid of dimissing officers with no qualifications to make space for those with more experience.
6. juggle the different departments so as to keep the green bar about mid point or better(unless in emergency situations). don't cram all your qualified people in the same space at one time, they will just wear down for no appreciable gain. Try to keep a qualified petty officer for torpedo & machinist in reserve(never used) just in case.
I have found that with a bit of practice the fatigue/stress model now works perfectly. remember that you are starting out with a green crew that will stress out easy at first but gains in stamina as the campaign progresses. picture a bunch of fresh kids out of sub school throwing up all over the place for awhile until they get acclimated.
...don't give up.
hope this helps. Cheers!
Thanks Hemisent.
The RUb fatigue is (overall) easier to manage than the standard system, but it appears a lot tougher at first. What it basically does is give the player more of a challenge at first, but if you manage the crew well they get better fast, and after a couple of patrols they will look after themselves a lot better than the standard game's crew.
jeronimoh
08-28-05, 06:12 AM
I've noticed I can't see anything at night until it's within 1km. But my WO will still spot ships at 8km on a clear night. :huh:
Yeah, that's it. Is that realistic? Looks like night torpedo attacks were not possible during WWII.
I have a question. I've got the no map contacts = false, so the new rub map contact system should be working correctly, and for the sonarman, it does.
However I can't see the little grey dots or whatever was used for id'ing a ship visually on the navmap. I can click on them, and the little circle comes up when I hover the mouse over them, and it gives it the speed, heading etc, but you just cant see any icons otherwise.
This normal? I have a GF6600, 77.77 drivers. Issue was the same whether with AA on or off.
It is normal. If you click on the ship you can leave the circle and it will move assuming your periscope is up or you can spot the target on the surface. Otherwise do what I do and use the marker tool to make a mark in the centre of the circle. :up: Better note the time and you can figure out the speed then after tracking it a bit. :up:
Karl-Heinz Jaeger
08-29-05, 02:58 AM
Karl-Heinz
The fatigue issue has been discussed on numerous threads in the past. Check out the search option under fatigue.
I had a heck of a time understanding and working with Beery's new stress/fatigue model at first but after sticking with it I found that it is nearly trouble free.
try this:
1. understand that your first 2 or 3 cruises will be a bit like playing musical chairs but after the 3rd cruise you are pretty much home free.
2. time compression 32x and less causes stress(no longer fatigue) and the crew stress level will accumulate. 64x and above stress does not accrue.
3. any time compression should be in the nav map mode
4. keep everyone out of the torpedo rooms and damage control unless absolutely needed.
5. at the start of a career I try to spend my renown enlisting qualified officers for machinist and torpedo positions if not already in start up crew roster. Don't be afraid of dimissing officers with no qualifications to make space for those with more experience.
6. juggle the different departments so as to keep the green bar about mid point or better(unless in emergency situations). don't cram all your qualified people in the same space at one time, they will just wear down for no appreciable gain. Try to keep a qualified petty officer for torpedo & machinist in reserve(never used) just in case.
I have found that with a bit of practice the fatigue/stress model now works perfectly. remember that you are starting out with a green crew that will stress out easy at first but gains in stamina as the campaign progresses. picture a bunch of fresh kids out of sub school throwing up all over the place for awhile until they get acclimated.
...don't give up.
hope this helps. Cheers!
Thanks a bunch HEMISENT!! Took youre advice and now things are much better! Just spotted a massive convoy (at least 17 merchant ships) S of Ireland and am closing to engage!! Cheers mate!
Clear Skies and Good Hunting!!
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