View Full Version : ->Enhancements to RUb<-
rulle34
10-10-05, 05:13 PM
...I have a proposal for next version of SH 3 Commander, that settings for "decks awash" in each file should be included so this option is available, as it was in real. (except for the XXI)
rulle34 wrote:Then I have a proposal for next version of SH 3 Commander, that settings for "decks awash" in each file should be included so this option is available, as it was in real. [/quote]
I second that proposal...its a great idea.
Kpt. Lehmann
10-10-05, 06:18 PM
rulle34 wrote:Then I have a proposal for next version of SH 3 Commander, that settings for "decks awash" in each file should be included so this option is available, as it was in real.
I second that proposal...its a great idea.[/quote]
I'll third the proposal. :D
Kpt. Lehmann
10-10-05, 08:46 PM
Hmmm, I thought we were talking about "decks awash."
I guess you are referring to Sailor Steve.
Going back to the decks awash mod for a second, does it make all surfacing occur with decks awash? How exactly does it work? I'd like to include a 'Decks Awash' mod in RUb and SH3 Commander as long as it doesn't have any serious negative consequences. For example, does it allow deck gun use with decks awash? Does it force a surface command to result in running with decks awash? Must you order a specific depth in order to run the boat fully surfaced?
I'm just a bit gun-shy regarding the potential for players to complain that their boat is 'bugged' (i.e. won't fully surface, crew man guns when the deck is submerged, etc.) because of the inclusion of the mod.
For example, does it allow deck gun use with decks awash?
Haven't tested but probably yes.
Does it force a surface command to result in running with decks awash?
No.
Must you order a specific depth in order to run the boat fully surfaced?
No.
I occasionally use decks awash when there is an enemy DD/BB or armed merchant near to me or I'm about to attack and need to dive quickly.
I've added the decks awash adjustment to RUb. It'll be in the next version.
HEMISENT
10-17-05, 06:26 AM
Beery
I've been manually changing the surface depth for months now everytime I do a fresh install(often). The deck gun can be used at decks awash, the boat defaults to standard running depth and you must order the boat back down to run in "decks awash". It's pretty neat but have not noticed any difference in AI ability to detect me due to reduced running height.
This would be a great addition to RUB or Commander
Could it be possible to remove AP shells from deck guns as they were not used in uboats and add correct amount of HE shells in next RuB/SH3 Commander?
What I've found Type VII had 220 HE rounds (uboat.net claims 250), IXB/C had 110 HE rounds and IXD2 150 HE rounds.
Also by removing AP shells it adds a little bit more realism because first time you use the deck gun it's not loaded. You need to man the gun and change ammunition type to HE to load the gun. So you can't just jump in and start firing especially with longer reload times.
Sailor Steve
10-17-05, 12:21 PM
Sturm, you can change it yourself by going into the Data/Cfg/Basic file. It's down near the bottom, right below the 'Coning Tower' files. I got rid of my AA and StarShells a long time ago, and only use the proper HE loads.
If I recall correctly, there was a problem with the AI's ability to load and fire HE shells. Not certain of this - it could be that I'm mixing up the deck gun with the FlAK gun.
I split these posts off from the SH3 Commander sticky because they all refer solely to RUb. I figured it would be more useful to keep the two subjects separate.
Note: as a correction to an earlier post of mine, I found that the decks awash mod was probably being overwritten by RUb and not by SH3 Commander as I had thought. SH3 Commander doesn't adjust any submarine cfg files, but RUb does.
himmelreiter
10-18-05, 04:32 PM
Hi Beery
Two wishes/questions for future RuB versions:
a) Is there a way to simulate HF/DF detections? Eg spawning planes or h/k groups after sending messages or after using the radar more then xxx seconds?
b) The SH3 boats are always in perfect state! That's not realistic.
The reliability of the boat's machinerie is incredible: Never had a pump not working, a valve with some leakage or a diesel rattling its parts away or a TDC part fusing. Yes, under attack it is simulated, but the real life was different. Many boats - even without enemy contact - had big troubles due to mechanical, electrical or flooding problems. Deutsche Wertarbeit, ja, but the german boats wasn't perfect too.
Can this randomly be simulated by a mod?
c) Same for the crew: No sea sick men, no injuries, no illness of whatever... Could this be simulated too? (If possible including the possiblity to return to 100 % sanity after a while)
Thank you for comments.
Regarding 'a', I think the standard game already does this with aircraft. It won't ever be possible to spawn H/K groups in response to anything done on a patrol because the H/K groups are either all scripted or completely random.
On 'b', something could be done, but I don't think it would be possible to simulate a breakdown while on patrol. All the boat's systems stay at the same level of efficiency until they are damaged by enemy action. So a problem can be there from the start, but that's about all that could be done.
On 'c', SH3 Commander does something along those lines, but again, no changes during the patrol are possible.
Heffalump
10-19-05, 03:16 AM
There's a mod I've played (Harbor Traffic?) that starts you out in sub pens instead of in the dock with the cheering nurses.
I think that would be nice to implement mid-war. The last couple of years didn't see big cheerful sendoffs for most boats. In a lot of cases they tried to leave quietly, in secrecy. Somehow it doesn't feel right at the stage I'm playing now... (Jan 44)
Pkunzipper
10-19-05, 03:19 PM
Country relationship and harbour ownership have to be checked, since there are a lot of odd things....
Dutch ship considered as neutral when I sink them in late 1943, Mediterrean ports on 1939 to 1941, etc...
Country relationship and harbour ownership have to be checked, since there are a lot of odd things....
Dutch ship considered as neutral when I sink them in late 1943, Mediterrean ports on 1939 to 1941, etc...
None of the ports and towns are finished. It was decided to release the Ops mod as it was rather than hold off for another few months until the towns were done. As for Holland, it is unchanged from the standard SH3 listing, so any problem is SH3's. However, Dutch shipping is definitely listed as Allied in the file, so I'm not sure what's going on in your copy of the game as far as that is concerned.
Pkunzipper
10-20-05, 02:21 AM
When I finish the current campaign I'll reinstall SH3 to be sure...
Another thing:
First of all I'm not a sub expert, but I don't find believable the later 37mm AA gun model...
It can fire as fast as a gatling gun, with no reloading time for box change, but its ammo seems to do not much damage as I expected...
Is that weapon so different from 37mm mounted in the last years of war on German aircraft? It had a slower rate of fire, but few shot can bring down even a 4 engined bomber....
In SH3 I fired at a sunderland, hitting it many times (20 or more), but it didn't showed any visible damage (smoke or anything else)... I'm sure to have hit it, since I saw the little yellow puff when my bullets hit him....
IIRC I used AA ammo, what's the difference with AP ammo? I noticed the at long range AA ammo explodes, but I'm not sure they cause damage if they imact against the target.
Any information is welcome!
All of the guns in the sim are seriously flawed. That's why we've had to take some radical action to deal with some of their problems. In reality U-boats failed almost completely when called upon to fight against aircraft. There are no U-boat anti-aircraft aces and it's hard to find a U-boat that shot down more than one aircraft in its entire career.
In the standard game, on the other hand, it's possible to shoot down 50 or more air craft in a single patrol. RUb simply makes aircraft stronger so that it takes more ammo to shoot them down. It's not a very elegant solution, but it's the only one that has had any success in making U-boats as ineffective against aircraft as they were in reality.
Pkunzipper
10-21-05, 06:15 AM
Dutch shipping is definitely listed as Allied in the file, so I'm not sure what's going on in your copy of the game as far as that is concerned.
I've checked my "DefSide" file and it seems to be correct...
I'm quite sure that the flag of the ship was RED WHITE BLU (horrizontal stripes)... Can it be an error of the flag mod of RuB (or SH3 Commander)?
Pkunzipper
10-21-05, 06:18 AM
All of the guns in the sim are seriously flawed. That's why we've had to take some radical action to deal with some of their problems. In reality U-boats failed almost completely when called upon to fight against aircraft. There are no U-boat anti-aircraft aces and it's hard to find a U-boat that shot down more than one aircraft in its entire career.
In the standard game, on the other hand, it's possible to shoot down 50 or more air craft in a single patrol. RUb simply makes aircraft stronger so that it takes more ammo to shoot them down. It's not a very elegant solution, but it's the only one that has had any success in making U-boats as ineffective against aircraft as they were in reality.
I understand....
BTW, can I ask you how to make my men fire to enemy aircrafts?
I order fire at will, but other Flak stations doesn't fire...
Dutch shipping is definitely listed as Allied in the file, so I'm not sure what's going on in your copy of the game as far as that is concerned.
I've checked my "DefSide" file and it seems to be correct...
I'm quite sure that the flag of the ship was RED WHITE BLU (horrizontal stripes)... Can it be an error of the flag mod of RuB (or SH3 Commander)?
The Dutch ships all fly that flag. There are no files in the wrong place that could give that flag to another nationality. Since that's the case, and if the defside file is right, I don't see how there could be an error. I don't even see any flags that could be mistaken for the Dutch flag, so I'm at a loss.
Jungman
10-22-05, 04:20 PM
Could it be possible to remove AP shells from deck guns as they were not used in uboats and add correct amount of HE shells in next RuB/SH3 Commander?
What I've found Type VII had 220 HE rounds (uboat.net claims 250), IXB/C had 110 HE rounds and IXD2 150 HE rounds.
Also by removing AP shells it adds a little bit more realism because first time you use the deck gun it's not loaded. You need to man the gun and change ammunition type to HE to load the gun. So you can't just jump in and start firing especially with longer reload times.
Well, the 10.5 cm gun used by the IX was twice as powerful shell as the 8.8 cm shell to make up for the lesser amount ( 220 to 110). Alot of discussion about that one way back (and Uboat.net gets alot wrong too).
It would not be fair to use a lower amount as was historically without boosting the shells power by almost twice as strong as it was. In result was a quicker sinking, so to speak, due to roughly the same reload time of average 60 seconds. Less exposure on surface.
Beery, is it possible to include in next version of RUb great tool made by Captain America "NAVIGATION MAP COURSE SOLVER"?
This mod solves problem with figure out the exact course of contacts by adding a detailed compass to the navigation map (sometimes called as "rose of winds").
It looks very good and is very useful.
Beery, is it possible to include in next version of RUb great tool made by Captain America "NAVIGATION MAP COURSE SOLVER"?
This mod solves problem with figure out the exact course of contacts by adding a detailed compass to the navigation map (sometimes called as "rose of winds").
It looks very good and is very useful.
RUb used to have it. If I recall correctly it was removed when the devs included such a tool in the standard nav tools in the last patch.
Could it be include again, together with actual map tool?
The tool is already in there. If I recall correctly, if you hit the '?' button you get a whole lot of extra tools,including a compass rose.
Beery, there are no tools after hit "?" button on nav map screen :hmm: , including compass rose.
After you click on "?" then click on the tool you want to use.
I understand idea of changed weather report to WO in RUb 1.44, but I don't like execution - when I click on specific icon in WO's menu, I hear report from NA and my WO don't speak.
Is it possible to change this and do it as, for example, deck gun or flak gun icon? If weather is bad, these icons aren't avalaible and are grey, it will be good do the same with weather report from NA.
If uboot is underwater, this icon (from NA menu) should be grey, avalaible only when surfacing.
What do you think?
I understand idea of changed weather report to WO in RUb 1.44, but I don't like execution - when I click on specific icon in WO's menu, I hear report from NA and my WO don't speak.
Think of it this way - you ask the WO, the WO asks the NA, and the NA reports to you.
Is it possible to change this and do it as, for example, deck gun or flak gun icon? If weather is bad, these icons aren't avalaible and are grey, it will be good do the same with weather report from NA.
The game won't allow us to get a weather report direct from the NA. We have to ask the WO. But the NA (actually the Obersteuermann) is the guy who should be giving you the weather report.
If uboot is underwater, this icon (from NA menu) should be grey, avalaible only when surfacing.
What do you think?
It would be nice if it could be done. I have no idea if it can be done.
How 'bout radio messages? I get them while I am submerged.
Also I read somewhere in these forums that it was historical to have a radio antenna on either the snorkel or the observation periscope. Could this be simulated so I don't have to surface to report contacts or and/or wait to receive radio messages (making the fact that I revceive radio messages underwater more believeable).
BTW I'm fairly new to this sim and RUb is great! Kudos to all the modders who contributed to it!!
PS: :) at the time of this post I'm not 100% sure I correctly installed RUb so the suggestions mentioned in this post might have already been fixed.
PPS: Back to the deck awash question: In a nutshell why is this adventageous? It would make a helluva lot of noise and disrupt the ocean leaving quite a visible spray (I would imagine).
Kissaki
10-24-05, 12:40 PM
Beery
I've been manually changing the surface depth for months now everytime I do a fresh install(often). The deck gun can be used at decks awash, the boat defaults to standard running depth and you must order the boat back down to run in "decks awash". It's pretty neat but have not noticed any difference in AI ability to detect me due to reduced running height.
This would be a great addition to RUB or Commander
Actually, I was chasing a lone C3 once, using the stealth-cheatometer, and when it turned crimson I ordered decks awash - and the meter became a dirty yellow-green. I surfaced completely again, and once more it was blood-red. So I do think it makes a difference. Can't remember the distance though, but the weather was crisp and clear, with little or no waves.
Actually, I was chasing a lone C3 once, using the stealth-cheatometer, and when it turned crimson I ordered decks awash - and the meter became a dirty yellow-green. I surfaced completely again, and once more it was blood-red. So I do think it makes a difference. Can't remember the distance though, but the weather was crisp and clear, with little or no waves.
Good to know. Maybe when I do my tests I should be using the threat indicator, as it's a good reference for what's going on behind the scenes of the game.
Pkunzipper
10-27-05, 02:33 AM
What can be done in order to make map contact even more abstract?
After few games you begin to understand that the real ship position is near the top left corner of the black square... After you know that it is possible to manually calculate manual solutions with 100% accuracy...
I can't remember the last time I manually calculated target distance instead to use map...
I can't find any good solution in this moment (maybe change square box center with SH3 Commander every time you start a patrol...)...
What do you think?
Marhkimov
10-27-05, 07:41 AM
Check out those icons:
http://i11.photobucket.com/albums/a172/hockeemaster/SH3%20misc/af5c2634.jpg
You can't even BEGIN to pay me back for all of the sleep that I lost... :nope:
My eyes are the color of this RED!!! @#$!@!%#$
But you're welcome... :lol:
And while I'm in the fixing mood (after I get some sleep, of course), are there any other icons that you want me to move around?
Hehe. I do friggin' owe you. Great work!
Where can I get the fix?
Marhkimov
10-27-05, 11:51 AM
I have class in a few minutes, but I'll post the fix later when I get home.
If you wanna know what the problem was, it was simply that someone did a poor copy and edit job... BEERY!!! :shifty:
The icon was being cropped from the wrong point of MainOrders.tga, not to mention that it was being horrendously stretched, not to mention that it was given an incorrect ID code... but other than that.... yeah, it was working fine... ;)
...If you wanna know what the problem was, it was simply that someone did a poor copy and edit job... BEERY!!! :shifty:
Erm... I had nothing to do with the weather report mod (except for adding it to RUb). It was made by Heretic and Timetraveller (as it says in the readme). Much of RUb is not my work. Most of it is stuff that other modmakers have done. If I had to edit those files myself I wouldn't have a clue. If people assume I'm a modding genius they are wrong. I'm barely competent when it comes to modding. My abilities are in combining mods and presenting a working package of mods that is both realistic and playable.
In this case I knew the mod was lacking when I put it into RUb (i.e. it wasn't meant to work fine), but I hadn't the first clue as to how to fix it. I put it in hoping that someone with the ability would fix it, and he has. My plan worked. :know:
If I had waited until this mod was fully complete before adding it to RUb it would never have seen the light of day. :D Heretic and TT had stopped development on it. Anyway, once I have the adjusted files I'll add your name to the mod. :up:
Marhkimov
10-27-05, 03:58 PM
The weather report fix can be found here:
http://www.subsim.com/phpBB/viewtopic.php?p=409627#409627
Marhkimov
10-27-05, 04:26 PM
I put it in hoping that someone with the ability would fix it, and he has. My plan worked. :know:
I can't believe I let you subliminally con me into fixing it... I'm such a dope... ;)
This fix is in the next version of RUb. It works great! Thanks Marhkimov! :up:
Beery, when will you plan to release new RUb 1.45?
BigDuke66
11-22-05, 06:25 AM
No Enhancment more some minor tweaks.
Change the main.cfg
EnemyDetected=1
Can imagine who has use for the old 8x setting
And then make a UZO that is "clear".
I hate those 2 holes where you can see acceptable and all this "dust" around it.
Also some Ports could be corrected.
-Mogadischu(From the start of the War Italy Colony): Was conquered by the Brits on 25.2.41
-Beirut(From the start of the War French/Vichy Colony): Was not conquered but was given over by Vichy after they surrendered in Syria/Lebanon on 11/12.7.41 to the Brits and Free French
-Tunis(From the start of the War French/Vichy Colony): Was conquered on 7.5.43 by the Allies
@Berry would you be interested in material for the correct possession of all bases?
I thought about working it thru.
EAF274 Johan
11-25-05, 09:25 AM
A few suggestions:
- More dud torpedos! I have the Realistic Torps option enabled in SH3 but the only duds I ever get are when they impact at shallow angles or detonate early in heavy seas. Makes me wonder if dud torpedos are even in the game?...
- Bring back the torpedo running pattern in F6 view (for FAT and LUT torpedos). Apparently this can be done by changing the file DashLine.tga in \data\Menu\Gui
- Realistic player ranks: I don't think there were any U-boat commanders with the rank of a mere Leutnant z.S. Let the player start as Oberleutnant.
Here's how: edit de_menu.txt with the following
170=Oberleutnant z. S.
171=Kapitänleutnant
172=Korvettenkapitän
173=Fregattenkapitän
Fregattenkapitän may be equally unrealistic, but most players will never reach that rank anyway :)
A few suggestions:
- More dud torpedos! I have the Realistic Torps option enabled in SH3 but the only duds I ever get are when they impact at shallow angles or detonate early in heavy seas. Makes me wonder if dud torpedos are even in the game?...
I don't know of any way to make more duds. If I knew how to do it, I would.
- Bring back the torpedo running pattern in F6 view (for FAT and LUT torpedos). Apparently this can be done by changing the file DashLine.tga in \data\Menu\Gui
It was removed because real commanders wouldn't have plotted it on their maps. I think it gives the player too much info.
- Realistic player ranks: I don't think there were any U-boat commanders with the rank of a mere Leutnant z.S. Let the player start as Oberleutnant...
There were 6 U-boat commanders whose final rank was Leutnant zur See. There were probably a lot more who commanded as a mere Leutnant and who rose to a higher rank. In RUb you only command as a Leutnant for a short while - usually only a single patrol.
EAF274 Johan
11-28-05, 04:24 AM
Thanks for the info Beery! I wasn't aware that there were a number of Leutnant commanders in reality.
I see your point with the torpedo pattern lines being rather unrealistic. It's just that they made the F6 map a little more useful. Right now the F6 map is totally useless. Would it be possible to make the plot lines of the nav map appear on the F6 map? This way the player does his plotting on the nav map, and can see the plot zoomed-in on the F6 map.
Venatore
12-06-05, 02:49 AM
Get rid of short-cuts, so you have to get to parts of the sub in a more realistic time frame.
Venatore
:smug:
Okay, so RUB1.45 has enabled decks awash - but how do I actually get my U-boat to partly submerge to the magic depth?
Is there some special key or do I need to get the special depth from some file and then "submerge" to that depth (using the depth gauge)?
Thanks
Vermin
Hi Vermin,
i just find ordering a depth of 7 of 8m, depending on sea state, does the job
Kaleun
Thanks Herr Kaleun! :)
Vermin
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