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-   -   [REL] Real Fleet Boat 2.0 (https://www.subsim.com/radioroom/showthread.php?t=159709)

Fish40 01-25-10 07:41 AM

Quote:

Originally Posted by Gato76 (Post 1243576)
It's there a mod similar to RFB for SH3 ?




The closest thing is GWX I would imagine. The latest version is 3.0 if I recall correctly.

Wilcke 01-25-10 11:33 AM

Quote:

Originally Posted by Fish40 (Post 1245400)
The closest thing is GWX I would imagine. The latest version is 3.0 if I recall correctly.

NYGM 3.3 is also excellent and it is stickied at the SH3 Mods section. A definate must have if you plan on running a Super Mod.

John W. Hamm 01-25-10 08:01 PM

LukeFF I know that i am should just expect the "when it's done, its done..." but I just came back after playing several other sacrilegious games over an extended period of time. And I am anxious to start a new campaign using RFB 2.0 but I really want to wait for this next update. (want to have my planes-men back) So can you give me an idea of how long it may be? BTW what happened to the PhM? I really liked that.

That's not my dog 01-26-10 01:02 AM

Issue with installing RFB and RSRDC
 
Evening fellow Captains,

I am running SH4 1.5 with the following MODS:

(In order)
RFB 2.0
RFB 2.0 Patch 1
RSRDC_RFB 575

I followed the install instructions that came with RFB 2.0 and it said to install it first and then RSRDC. I did that and JSGME states that if I enable RSRDC it will overwrite a ton of stuff in RFB 2.0. As an experiment I accepted the overwrite. Now, I get a CTD when I start a campaign. I would be most grateful for some help. Thank you in advance.

BadKarma1001 01-26-10 03:08 AM

Quote:

Originally Posted by That's not my dog (Post 1246261)
Evening fellow Captains,

I am running SH4 1.5 with the following MODS:

(In order)
RFB 2.0
RFB 2.0 Patch 1
RSRDC_RFB 575

I followed the install instructions that came with RFB 2.0 and it said to install it first and then RSRDC. I did that and JSGME states that if I enable RSRDC it will overwrite a ton of stuff in RFB 2.0. As an experiment I accepted the overwrite. Now, I get a CTD when I start a campaign. I would be most grateful for some help. Thank you in advance.

There is a patch for RSRDC.
Main RSRDC thread here
Download here

That's not my dog 01-26-10 12:52 PM

My bad
 
I neglected to add that I had the patch running in my first post. My apologies. I am working with lurker hlb_3 on another forum to see if he can help me. Stay tuned....

caspofungin 01-26-10 06:27 PM

first, gratitude to lukeff and the entire rfb team for an outstanding mod. w/ sh5 looking like it's going to be somewhat limited, i'm sure there'll be a lot of interest in keeping sh4 rolling along... can't wait for the next iteration.

i wanted to ask -- which file contains the parameters for how dense fog is? just seems to be a bit overdone for my tastes in 2.0 -- good visibilty has a significant variability. thx.

MH 01-27-10 11:56 AM

Quote:

Originally Posted by caspofungin (Post 1247385)
first, gratitude to lukeff and the entire rfb team for an outstanding mod. w/ sh5 looking like it's going to be somewhat limited, i'm sure there'll be a lot of interest in keeping sh4 rolling along... can't wait for the next iteration.

i wanted to ask -- which file contains the parameters for how dense fog is? just seems to be a bit overdone for my tastes in 2.0 -- good visibilty has a significant variability. thx.

I dont know what variable is that but i used scene.dat file from OMEGU mod and it works much better now.
I still have fog but its bit less dance and i can lock on targets to get measurements at distances that match visibility.

LukeFF 01-27-10 02:47 PM

Quote:

Originally Posted by John W. Hamm (Post 1246093)
LukeFF I know that i am should just expect the "when it's done, its done..." but I just came back after playing several other sacrilegious games over an extended period of time. And I am anxious to start a new campaign using RFB 2.0 but I really want to wait for this next update. (want to have my planes-men back) So can you give me an idea of how long it may be? BTW what happened to the PhM? I really liked that.

It should be released within the next week or two. I'm finishing up a new feature that will go into the patch, and then after that it's a matter of testing it all to make sure nothing is broken.

I removed the PhM and the other so-called "non-combat" POs, because I just wasn't satisfied with how they mesh into the rest of the game.

seaplate hitman 01-27-10 08:22 PM

Dear sir how to add Ship ID button in the tool bar?

Jten 01-27-10 09:44 PM

I know what you mean but I would use a term other than 'non-Combat' , considering everyone in the boat suffers the same threats whether you are shoving a torp in a tube or flipping a pancake in the galley.

I actually thought the Phm was the better 'mesher' of the supporting cast. I must tell you, however, that I'm still simulating them. I stick 3 extras in the damage control slots before I sail. Cook, Yoeman and (now) a Phm wannabe with no skill.

I got strafed once and lost lookouts. The gang of three had to pull double duty and I was glad I had them.

Of course, what the crew management system needs is a required crew rotation between patrols, so many have to go and you get new faces.

Any way of adding the CO into a crew slot? Could add a slight RPG aspect into the game.

John W. Hamm 01-27-10 10:07 PM

Quote:

Originally Posted by LukeFF (Post 1248530)
It should be released within the next week or two. I'm finishing up a new feature that will go into the patch, and then after that it's a matter of testing it all to make sure nothing is broken.

I removed the PhM and the other so-called "non-combat" POs, because I just wasn't satisfied with how they mesh into the rest of the game.


Okie Dokie man I appreciate all your hard work, and i shall eagerly await this next installment.!!!!

Bubblehead1980 01-28-10 12:14 PM

get a chance to fix the radar?

SteveG75 01-30-10 01:21 PM

Quote:

Originally Posted by MH (Post 1244799)
THX FOR THE GREAT MOD.
I just did my first patrol in RF2 and had a problem with some kind of strange haze(purple haze?).I could not lock on ships till almost running them over.
Could spot their shadow from about 800 meter and lock on them from about 400-300.Destroyer passed me by 100 meters and did not see my boat (deck awash)
Weather report said it was clear and good visibility-no clouds rain and big moon.
It was first mission at the beginning of the war- north of Luzon.

Quote:

Originally Posted by MH (Post 1248250)
I dont know what variable is that but i used scene.dat file from OMEGU mod and it works much better now.
I still have fog but its bit less dance and i can lock on targets to get measurements at distances that match visibility.

Same problem here. Good visibilty is definitely not good. Where do I find this OMEGU mod so I can swap the scene.dat file? Edit: Found it.

Additional problem. GATO class sub circa May 1942. 20mm AA gun view point is outside conning tower when trying to point to sides of boat.

Edit: Found the solution to the AA camera view clipping.
http://www.subsim.com/radioroom/show...os#post1110674
Quote:

The camera on the 20mm and 20mm double is too far back and it comes out of the tub on the Early war Gato tower. I am not sure exactly which tower it was, but the sides were not cut down.
So when he uses the AA all he can see when he turns the gun is the outside of the tower. I looked at it and by changing the EditObjPos from -0.079 to -0.069 it worked fine. Just wanted to save you some time and explain what his problem was. I did not look at the other AA guns or other subs, only the one he asked me about.
Can we get that fixed in the next patch?

SgtSabre 02-03-10 07:36 AM

No news on the radar and sonar lag issues? I'll have to go back to the previous version of RFB because the lag at these two stations makes the game unplayable.

Wilcke 02-03-10 10:41 AM

Quote:

Originally Posted by SgtSabre (Post 1256903)
No news on the radar and sonar lag issues? I'll have to go back to the previous version of RFB because the lag at these two stations makes the game unplayable.

Have noted a few users posting this issue, but I am unable to duplicate the lag at the two stations.

I can try testing again, will need...

Active MOD list from JSGME
Month/Year
Patrol Area
Sub type

Will be this weekend my schedule is full this week.

RFB Team 02-04-10 05:12 AM

A sneak peek at what the next RFB update/patch will bring:

Quote:

-Changed default heavy deck gun AA armament on IXD2
-Adjusted hydrophone performance characteristics. The speed of the target now plays more of a role in max range at which a target can be detected.
-Go Back command for radar and sonar views takes player to conning tower view.
-Adjusted damage zone modeling for Japanese sampans and fishing boats.
-Re-enabled map contacts.
-Changed 10.5cm deck gun ammo loadout to 200 HE rounds.
-Changed 37mm AA gun loadout to 2500 rounds per gun.
-Fixed problem with 10.5cm deck gun sound.
-Added six empty planesmen slots to the control rooms for all American boats. Two enlisted men from each bridge watch should be placed here when the boat is submerged.
-Changed introduction date of H-6 radar for H6K, H8K, and G4M aircraft to September 1944.
-Changed max range of H-6 radar to approximately 12 miles.
-Max ranges for all American subs is now based on the sub carrying fuel in their main ballast tanks (S and Tench classes already had this feature). The new ranges for the rest of the subs is as follows:

-Porpoise: 22,000 miles @ 8 knots
-Salmon, Sargo, Tambor, Gar, Gato, Balao: 15,000 miles at 10 knots

-Adjusted default surface speeds for all boats (credit to virtualpender for finding the info) as follows:

-Fleet subs: 6, 12, 15, 18, max speed for class
-S boats: 3, 6, 9, 11, max speed for class

-Dive times for all American boats re-calibrated to the historical standard surfaced speed as follows:

-Fleet subs: 15 knots
-S boats: 9 knots

-Changed acceleration rate for submerged American subs to equate to approximately 4 knots/minute.
-Added Gato interior mod by vickers03.

Bubblehead1980 02-04-10 04:29 PM

The patch sounds awseome.One question, you guys take a look at the radar? Not only was I getting lag when when SJ was on but my SJ was not picking up contacts, my crew was always spotting them first.This made the game somewhat unplayable, esp the lag part and not having radar, bummer.Not once did crew ever report SJ contact.

Jten 02-05-10 10:29 AM

"-Adjusted damage zone modeling for Japanese sampans and fishing boats."

Any estimate on the change compared to current? Over all effect, or hull only? Slightly easier to sink, a lot easier, or harder? I modded mine but I just adjusted across-the-board armor values so I probably weakened some things that didn't matter to sinking.

The other changes look good.

DaveR 02-08-10 05:19 PM

I posted this under RSRDC because some one else was having a simular problem:

"
history: under rfb1.52 (and RSRDC), i had, occasionally, couldn't load a saved game. Very occasionally, when torpedeo hit, would have ctd.
(but would) restart the mission and no problems, would (just) sink the target.
now, under rfb2, the unable to load 'saved game', over the time of restarting 3 patrols, got worse to the point that none of the 'in game' saved
games will 'directly' load, with out ctd. what do i mean by 'in game' and 'directly'? i found that if i loaded the 'autosaved..leaving..port..'
file, then start the mission and then once at sea, if i load the 'saved game', it would run.
this indirect loading, has worked every time.
For the first patrol, i sunk 4 merchants. started second patrol, sunk a merchant, then on second merchant, so far, with several trys (at least
8), when a torpedoe hits (mk10 or 14), i get ctd.
Vista pro64 sp1
Nautilus out of Pearl
14 April 42
11d 22' 13d1', off Camran bay
"
getting no comments, i'm reposting here, with an update.

started new campaign in a tambor class, out of pearl, during april 42.
first patrol was in south china sea and managed to sink 6 merchants and had no file loading problems or ctds.
'however', the very last tranport, (end of may, china sea) took a torpedeo directly in the stern. it most likely was the rudder, because when
i viewed it with the outside camera, there was no visable stern damage overlay, but the rudder and props were gone. the transport, though,
kept going on at 7 knots. with slightly rough seas, the stern would lift out and still get the feather wash effect. when i surfaced 2k off
its beam, it turned away. after target practicing awhile, i decided to retry the encounter. i closed the exact same way as before and again
fired a 3 torp spread. not surprizingly, all 3 hit. but it went dud, dud, boom and the boom was again in the stern. this time, visual
inspection showed that there was exstensive damage at the stern and again no rudder or props. again it maintained 7 knots. however, this time
when i surfaced, it kept going straight. it finally sunk about an 2 hours later after about 30 3" shells, on a straight course. to me,
this was more than odd because i have never seen a ship continue if the props were gone (or stopped). running low on fuel and torps i decided
to end the patrol. refueled at midway. when i got the 'end mission' window at pearl and clicked on it, and got ctd. i tried docking
4 or 5 times, i even saved so i'm reloading the game outside of pearl and there were no file loading problems. i went back to gsme, where i
had also loaded 4 or 5 other mods behind RFB and RSRDC. i unloaded those files leaving just the 4 RFB/RSRDC. that worked. went back and started putting back the mods i liked, until one caused the problem (i'm at work, so don't remember which one).

leaving the trouble some mod out, i started second patrol, pulling the patrol site, 200 miles south/west of tokyo. 3 weeks into the patrol,
with speed set at 2/3 and x1024 game speed. i'm casually looking back and forth from tv and computer screen when, suddenly, it occured to me, the dot is not moving. checked game speed was at still x1024, set speed stil 2/3, but then noticed that the speed display say's '0kts'.
hit stop, back to 1/3, up to 2/3, flank, still at '0kts' (and x1024). jump to outside camera. ships is in a typhoon. 'but' setting
on the stern of the sub is this... this... glowing ufo(?):sunny:. it is made up of these 'large' 'square' 'colored' 'blocks'. it is round
(as round as square blocks can make it) and it glows, lighting up the stern and surrounding water, except, where it is setting right at the
tip of the stern, i.e. can't see the stern pole. i switch to the bridge to see if it looks any different. but no. however, the lookouts have
rain gear on and the rain gear was 'glowing' (rain reflection?). i saved the game and then backed out of the game completely and restarted. if you
haven't guessed it, no, the file will not load. i removed all the other mods, except for the 4 RFB/RSDC files, no difference, will not load.

i haven't gone back to see if i can indirectly load the game as i had done before because i have given up. :dead:

i plan on getting sh5 and only hope their developers have learned some lessons from the aw-some work the RFB, RSRDC, other mod teams and modders have done.

happy hunting


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