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

Bosje 10-26-08 04:10 PM

yeah I need to elaborate, I just reacquired on the taskforce and I can actually lock the TBT and ID the target, but then its unlocked after a second. next time i lock the tbt it no longer recognises my ID so that makes things hard. During all of this, my crew don't spot the target and yes we all agree that its a pain.

But there is no fog about here, its a clear night and weather conditions are in fact reported as 'excellent visibility'

One slightly unrelated question to the team: why did you remove the feature which puts all the objects in the way of the binocular view? I loved that old feature where you had to walk around the bridge to actually get a look at something at 130 bearing :)
All other camera features are brilliant and some annoying issues have disappeared, so I'm not complaining here, but I just think the boat and crew standing in the way are a part of the experience, that's all :)

AVGWarhawk 10-26-08 04:30 PM

Quote:

Originally Posted by Bosje
yeah I need to elaborate, I just reacquired on the taskforce and I can actually lock the TBT and ID the target, but then its unlocked after a second. next time i lock the tbt it no longer recognises my ID so that makes things hard. During all of this, my crew don't spot the target and yes we all agree that its a pain.

But there is no fog about here, its a clear night and weather conditions are in fact reported as 'excellent visibility'

One slightly unrelated question to the team: why did you remove the feature which puts all the objects in the way of the binocular view? I loved that old feature where you had to walk around the bridge to actually get a look at something at 130 bearing :)
All other camera features are brilliant and some annoying issues have disappeared, so I'm not complaining here, but I just think the boat and crew standing in the way are a part of the experience, that's all :)

Dissecting night time visability, it was pitch black out there. In all reality, just a smudge on the horizon. If you have not or have read the attacks by the Batfish on the Japanese subs while surfaced, read them again. You get a good feeling what was seen or for that matter not seen until you were upon them. I do not know, it is very hard to make the crew human like concerning this game. As far as the lock and unlock, yes, it is a pain but if you can quickly get you bearings in, the solution should stay constant no matter of a lock or not. Sometimes the locking is just to easy and it should be under good clear conditions, fog and rough weather should make like a bear IMO.

I agree on the camera for bridge. I think the obstructed view to sides and rear are a must. This forces the player to move his 3D skipper around to see things.

Orion2012 10-26-08 05:24 PM

Quote:

Originally Posted by The General
Quote:

Originally Posted by Orion2012
This was the visual bug we found in testing. It is there in the stock game as well but magnified by using the new Visual Sensors. Read page 36 for a full explanation.

What, so we're just supposed to put up with the fact that you can't lock onto a target? It's one of the fundamentals of the game! All the work you guys did on the damage models is made redundant if I can't get a freakin' torpedo to hit a ship.

As for the explaination on page 36; this is the first time I've experienced not being able to lock onto target, wether it be the stock game or any other Mod, including all previous versions of RFB!

Well, atleast Kriller2's visuals are stunning.

I've never seen it fail to lock, only lose lock....:hmm:

to those having the issue with seeing the targets,if you could please provide the following.

Weather
Lat and Long
Ship Type
True Bearing

I'll run some tests and see if I can get the same results.

Also, No campaign changes are included in RFB, i'd recommend RSRD.

The General 10-26-08 05:28 PM

Quote:

Originally Posted by Orion2012
I've never seen it fail to lock, only lose lock....:hmm:

Yeah, 'fail to lock/lose lock'! Either way it's no good. The problem was present straight away. I did a clean install, no other Mods are present. It happens with both merchants and warships, with a lock only lasting a few seconds. I'm on my first patrol, off the South East coast of Honshu Island. It seems to be worse when there is fog present. I find it hard to believe a problem of this magnitude would've been missed by all the testers, I just don't understand.

Bosje 10-26-08 05:38 PM

alright i'll just swallow the visual detection and do a dozen patrols to determine if i'm happy.

I died just now, got instant punishment for trying to escape on the surface (got some distance from the escort and surfaced to make a run for it, but I forgot to have a periscope check and as it turned out, the sun had come up during the depthcharge attacks :D )
oops!
took one hit while crashdiving, it destroyed engine compartment bulkheads and the boat never recovered from the crash dive. That should teach me to do things properly. Real Fleet Boat indeed, even though I died it was a great ride.

so the damage system is very unforgiving and inspires proper fear of artillery, as it should be :rock:
on the whole, its a beautiful thing

AVGWarhawk 10-26-08 06:23 PM

Quote:

Originally Posted by The General
Quote:

Originally Posted by Orion2012
I've never seen it fail to lock, only lose lock....:hmm:

Yeah, 'fail to lock/lose lock'! Either way it's no good. The problem was present straight away. I did a clean install, no other Mods are present. It happens with both merchants and warships, with a lock only lasting a few seconds. I'm on my first patrol, off the South East coast of Honshu Island. It seems to be worse when there is fog present. I find it hard to believe a problem of this magnitude would've been missed by all the testers, I just don't understand.


I find what you are experiencing very odd because clear weather my lock works just fine. In bad foggy weather I have poor lock or require getting right up to the target.

LukeFF 10-26-08 07:10 PM

Quote:

Originally Posted by Fish40
Luke, any news from Kriller when 4.1 will be released?

Not yet.

LukeFF 10-26-08 07:20 PM

Quote:

Originally Posted by ncorpuz34
Tested the new sinking mechanics on some training missions. I think it is well done. Ships seems to take 2x-4x as long as NSM4 Classic but they do eventually sink. I was a bit worried when I peeked at the manual, it said the new sinking mechanics are only applied to "All merchants, AI Submarines, and small coastal vessels." I think it's safe to say its applied to Jap warships as well because it took almost 45 to sink that Mogami cruiser in that training mission! (Fired 4 initially, 2 hit-2 duds, left her dead in the water. 3 more duds - realized my angle of attack was too steep and i didnt have magnetic detonation on. Fired one more this time at almost 90 degree angle with magnetic detonation to put her down)

I noticed the delay of "ship sunk message" to be working quite well. The message now displays only if the ship seems to be 90% or more underwater and still sinking. It took about 20 minutes for a medium merchant to sink after 2 contact torps and about 10 HE shells.

In contrast, the longer sink time almost makes NSM4 (which was great BTW) seem like Vanilla Sh4 sink times. But after doing a test mission in Vanilla SH4 (decided to do a fresh reinstall), the ~10000 ton Mogami rolls over and dies in about 15 seconds!
Makes stock sink times seem like a joke!

Great work guys! Started up a new career in the S-boat. Cant wait for my first contact.

One question: Where did the stopwatch go!? I can't seem to find the icon anywhere besides it popping up after shooting a torp with the TDC. Someone help this blind sailor find it please! Thanks

Press the X key for the stopwatch.

Glad you like the new sinking mechanics! Despite what you saw with the Mogami, we indeed did not touch any of the warships in this version. We will be getting after them after we take a break from modding for a while.

LukeFF 10-26-08 07:22 PM

Quote:

Originally Posted by chris455
Is there a way I could substitue a file from the earlier version of RFB to get the old 'scope screen back?

There are some scope mods around here, one of which has a larger bearing dial. If you replace RFB's bearing dial with that one you'll be good to go. Sorry, but I don't have a link handy. I think if you do a search for "Max Optics" you might find it.

LukeFF 10-26-08 07:23 PM

Quote:

Originally Posted by banjo
Has the shipping and special missions been adjusted like in RSRDC or do I still want that mod too?

We don't touch any of the campaign or single missions with RFB, as we've found Lurker's campaign mods are the gold standard for SH4.

LukeFF 10-26-08 07:28 PM

Quote:

Originally Posted by AVGWarhawk
I only experience this when fog is present in all the RFB sent out. I do one of two things. Get dead nuts close to where the scope will lock and or make your best guess. Work with me here on this if you would, you are under the water at PS depth, deep fog or dark as coal night time. You are looking though a small diameter mirror and glass set up jammed in a water tight pipe at nothing but a smudge off in the distance. Accurate calculations will be the best guess you can muster on these conditions. I find this problem of no lock as part of the realism that solutions are not alway dead nuts on and it brings to the table a new aspect to the game in creating more realism.

Also, I forget who made the video, the shot and sinking of a vessel while under the water, sight of the vessel not made and all calcuations done via sonar for speed and distance. There was no lock of the scope or vessel even seen. It was successful using sound and distance only calculations only. Done completely blind.

Another thought, identify the vessels and make a end round in hopes of better weather. Many attacks took hours to generate a final solution. As frustrating as it is and I get frustrated when I can not lock, I can honestly say I feel your pain. But, I make plans to use what I do have at my disposal for a sinking and consider part of the game producing realism because the skippers ran into the same weather that impeded good torpedo solutions. So, sometimes it turns into the fish story where it was the big one that got away.

Thank you AVG, very good explanation. I'll just add to this that one should use radar as much as possible in these conditions as well. It takes some work, but if you sit at radar depth at night and get a good bearing and range on a target, you can input that data manually using the targeting tools at the scope. So long as your boat doesn't broach the surface you shouldn't be spotted by the enemy.

The Old Ferenczy 10-26-08 07:42 PM

So am I missing something...or is my bridge crew just blind as hell?

Sonar operater doesnt seem to be on the ball either...

Only using:
RFB
RSRD+

simsurfer 10-26-08 07:44 PM

Quote:

Originally Posted by AVGWarhawk
Quote:

Originally Posted by The General
Quote:

Originally Posted by Orion2012
I've never seen it fail to lock, only lose lock....:hmm:

Yeah, 'fail to lock/lose lock'! Either way it's no good. The problem was present straight away. I did a clean install, no other Mods are present. It happens with both merchants and warships, with a lock only lasting a few seconds. I'm on my first patrol, off the South East coast of Honshu Island. It seems to be worse when there is fog present. I find it hard to believe a problem of this magnitude would've been missed by all the testers, I just don't understand.

I find what you are experiencing very odd because clear weather my lock works just fine. In bad foggy weather I have poor lock or require getting right up to the target.

I got the same thing, this is maddning :(

Orion2012 10-26-08 07:46 PM

Quote:

Originally Posted by The Old Ferenczy
So am I missing something...or is my bridge crew just blind as hell?

Sonar operater doesnt seem to be on the ball either...

Only using:
RFB
RSRD+

We're you on the surface when trying the hydrophone, cause unlike the stock game you have to submerge to use them.

Bosje 10-26-08 07:51 PM

so a night surface attack in early 1942 is simply impossible then?

Luke, is there a way to get the camera obstructions back on the bridge? I loved having to walk to the back before I could take a look at that contact. Also it's a nice reference point, you know you're looking at roughly 270 when a certain part starts getting in the way.


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