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-   -   [REL] RFB/Real Fleet Boat for 1.5 (https://www.subsim.com/radioroom/showthread.php?t=125529)

beartooth91 12-28-07 01:09 AM

Is there an equivalent icon key or command (in RFB) for the "identify target" icon/command in Trigger Maru ?

Laffertytig 12-28-07 10:13 AM

on my current patrol in oct 42 im gettin hit with aircraft constantly, the problem is my radar never detects them which i thought initially was a bug with the radar but i remember readin somewhere that in RFB aircraft that are flyin low will be invisible to radar, is this true?

ive been caught a half dozen time now but each time i managed to shoot down the aircraft. i know jap aircraft were very lightly armoured but is it possible to make the aircraft a bit more deadly or harder to shoot down?

LukeFF 12-29-07 12:16 AM

Quote:

Originally Posted by Laffertytig
on my current patrol in oct 42 im gettin hit with aircraft constantly, the problem is my radar never detects them which i thought initially was a bug with the radar but i remember readin somewhere that in RFB aircraft that are flyin low will be invisible to radar, is this true?

Early SD radar does not pick up aircraft below ~1200 feet; late SD radar the altidue drops to 1000 feet. This is in line with historical specs.

Quote:

ive been caught a half dozen time now but each time i managed to shoot down the aircraft. i know jap aircraft were very lightly armoured but is it possible to make the aircraft a bit more deadly or harder to shoot down?
Might be necessary to make them more deadly, but no need to make them more armored than they were. Will have to see what swdw thinks.

Laffertytig 12-29-07 06:11 AM

so its just your luck what hight the plane is flying then, this defo improves the game but as i say just a shame that the aircraft very rarely pose a threat.

most of the planes were zeroes which just straffed, i kinda the fact that u dunno what the planes gonna be carrying. maybe the actual subs AA guns are overpowered somewhat? i have the twin AA guns and they just chew up aircraft which are very easy to hit, 1 or 2 hits and the planes go down

swdw 12-31-07 11:35 AM

As for the planes, I like Ducimus' work on being able to see the boat after it dives to a certain depth.

Will be asking one of the team members if he can work on this.

AVGWarhawk 12-31-07 12:02 PM

Excellent! I was hoping this would find it's way in. :up:

AVGWarhawk 12-31-07 05:34 PM

I did a fresh install of the game and mods that I really want. Upon doing so, I found I was missing some textures from this mod that are on the navigation map. Keep adding things and soon it will be a very nice mod package. Thanks for picking this up after Beery and running with it:up: :rock:

Travis Reed 01-02-08 11:01 PM

A few questions.

On which boats and on roughly what dates are the 5 inch guns available (only been able to get 4 inch through the '43 start date for Balao)?

I remember in SHIII (even with GWX 2.0) that when zoomed in on a target in the map or attack map view you can see a black icon with the basic hull shap that gives you a good picture of orientation, etc. I figure this has been removed with this addon. How do I put it back?

Travis Reed 01-04-08 04:33 AM

After finally running SH4 1.4 stock and comparing it to RFB, I definitely will want to stick with RFB, but modify it slightly, keeping the stock camera and some of the map icons. I still want to see and use the white X and line for the attack map, as well as the green line for projected torp path as well as the other one that shows where it will go for a given offset. I like having to identify my targets, and having that set of range rings around my boat at high zoom levels on the map.


Could someone guid me through restoring these?
1. Cameras back to stock.
2. Attack map target location and predicted path (the white X and line) back to stock.
3. Attack map torpedo predicted path indicator back to stock (ask for clarification if needed...)

Travis Reed 01-04-08 08:08 PM

Just out of curiosity, is RFB RC2/3 out yet? I've seen posts (and screenshots in posts) where it's mentioned, but can't seem to find the download link (one in the first post only has RC1).

swdw 01-05-08 01:28 PM

Travis, check your PM's, you'll find sonething for you

I'll have to look at the original mods that were includes in order to tell you how to reverse the changes.

Sorry for the delays everyone. My work schedule is eating up a lot of time as I have to go out of town and can't do much as the work laptop can't handle SH4.

On top of that I had to take vicodin over the holidays for back spasms and trying to make modifications when you're that loopy gives some "interesting" results :lol:

Couldn't even follow simple posts w/o trying hard as vicodin really messes with my brain. Decided I should hold off until I could actually think, although my wife might tell you I can be loopy at times w/o the pain killers:D

Anyway, here's an outline of what's coming
Destabilization of the deck gun swdw & Kv29, Origionally, I tried an approach that shows some promise, but this has been extremely frustrating and time consuming work. Once I reviewed kv29's RDG thread, will be trying to merge the 2
Some mods to the gun cameras
Reload times modified- all of a sudden, I quit getting the 4x multiplier on the time setting- still don't know what caused it
Sub sonar and radar mods by LukeFF
Sub depth and speed mods by LukeFF
Aircraft spotting submerged subs. original idea by Ducimus, asked CCIP to work on this.

Stripping the RFB campaign and making it a seperate file that appears in JSGME since most people are using RSRD anyway (will still be part of the RFB download)

Incorporating Leovampires wake mod and depth in the water changes

Peto's extended evasion mod

Working on making NSM 3.3 and RFB mesh correctly. Will work with Werner once NSM4 is far enouch along to make the 2 highly compatible

The next release will include capt scurvy's targeting mod built in to RFB.

Some of these changes may affect the same files as RSRD, so this will be checked. If needed, a file will be added to RFB that would be installed last which will merge the RSRD and RFB changes. This way you'll be able to have the benefits of both

Import Digital Truckers mod so you can choose between Oakgroves HUD, the RFB HUD tweak of Jaketoox's metal HUD.

Stuff that would be nice to have, but the "how to" has not been discovered yet are
dive / climb rate when submereged

AI ship controlled anomalies like the DD turning radius and some of the ship's abilities to accelerate like a speedboat.

Other things as they come up.

One thing that takes time is sorting throiugh all of the different mini mods and having to merge all of the changes so you gain all of the benefits and w/o creating problems or losing some of the changes.

Some of the changes take a lot of testing while developing them because we have no description from the devs on how the game utilizes different parameters, what in the heck they're even in there for, or what the allowable values are. Sometimes you make changes and everything is looking good, then you reach a threshold value and things go nuts.

Because of this, I prefer to take the slow approach, so please be patient.

Also, anyone that has some ideas they'd like to see incorporated in RFB and would like to try their hand at modding, you arenot only welocome to join the team, but encouraged to do so.

Once more, for those using this mod- please don't single me out for the credit. If you enjoy this mod, address your appreciation by thanking the "RFB team".

Although I do a little modding, my job is to act like an editor and make sure everything works well into the overall scheme. There are things in this mod from when Beery ran it that I wouldn't have the knowledge to accomplish. There are things LukeFF has done that would take weeks of learning before I could even try, and people like R6751 that figured out the sleep problem that no one else had an answer for. My time is limited, so you wouldn't see half of what is coming down the pipe without people like, Beery, LukeFF, Raymond6751, CCIP, Cap'n Scurvy, Peto, sober, lurker hlb3, Capt Cox, tater, and many others.

So PLEASE remember to thank the "RFB team", not just me, if you enjoy this mod.

black1 01-05-08 02:24 PM

I would like to no these as well if possible, thanks.

2. Attack map target location and predicted path (the white X and line) back to stock.
3. Attack map torpedo predicted path indicator back to stock (ask for clarification if needed...)

CDR Resser 01-05-08 04:28 PM

Thanks for the update swdw. Look forward to the latest version of RFB whenever it is ready.:up:
I have noticed that the awards have reverted back to the stock, historically inaccurate versions, any chance of getting the real ones back.:hmm:

swdw 01-05-08 06:12 PM

Quote:

Originally Posted by black1
I would like to no these as well if possible, thanks.

2. Attack map target location and predicted path (the white X and line) back to stock.
3. Attack map torpedo predicted path indicator back to stock (ask for clarification if needed...)

2. This is actually a "feature" in RFB as it's part of the realism aspect of the mod. You get the target location shown when you have visual contact. It takes working your equipment and observation and plotting tools for you to come up with the predicted course. Some of the manual targeting tutorials on subsim give a good explanation. Just do a search for them. You can still use auto targeting if you prefer, but they'll help with plotting a target's course. Sometimes it means poking the scope up every so often to get a visual and put an x on the map. You have to try and figure the median course the target is zigzagging around.

3. May need some clarification on this, but if you are talking about a line for the torpedo travel- this aspect missing is also part of this being a realism mod and is a "feature"

swdw 01-05-08 06:16 PM

Quote:

Originally Posted by CDR Resser
Thanks for the update swdw. Look forward to the latest version of RFB whenever it is ready.:up:
I have noticed that the awards have reverted back to the stock, historically inaccurate versions, any chance of getting the real ones back.:hmm:

1.4 broke the earlier medal mods. Thanks for reminding me about this. Will add it to the list.


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