SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [REL] Run Silent, Run Deep - The Campaign (https://www.subsim.com/radioroom/showthread.php?t=123467)

Fincuan 11-09-07 07:11 AM

Quote:

Originally Posted by sober
I simply downloaded RSRDC and RFB 1.31 then i looked at what folders were in RSRDC , air , campaigns , land etc . I then deleted the folders from RFB 1.31 that were in RSRDC . Then i moved the data folder from RSRDC to RFB1.31 data . Does that make sense . Then i called it RFB1.31 (sobers edition) and enabled it via JSGME . Then i enabled via JSGME , natural sinking mechanics 3.3 , sobers better crew , ROW etc etc . No ctds so far .

This works with TMaru 1.6.4 too.

AVGWarhawk 11-09-07 08:58 AM

Quote:

Originally Posted by LukeFF
Great stuff, lurker. I really like the way new radio messages come in when the player completes his current objective.

Question for you: is there a "Return to Base" objective that can be set up to go along with the "RTB at current speed message? (along with a small renown bonus for getting the boat and crew safely back to port)

That would be a nice idea Luke. Perhaps Lurker will get the foundations down for each year and playing very well then go after things like this and any other goodies we can think up:D. Once that foundation is stable, man, we could think up some more things such as this. :rock:

Angus89 11-09-07 01:41 PM

Row/TMaru compatibilty?
 
Ive been a bit hesitant to try this with all the improvementd being made in the above mentioned mods. Anyone running them together? Also, any plans on mebbe combing all this great work with Row tmaru and taters? Do i smell supermod?

AVGWarhawk 11-09-07 04:13 PM

Quote:

Originally Posted by Angus89
Ive been a bit hesitant to try this with all the improvementd being made in the above mentioned mods. Anyone running them together? Also, any plans on mebbe combing all this great work with Row tmaru and taters? Do i smell supermod?


Currently I just run this mod with ROW and a few other texture mods. There are no conflicts. I'm currently not ready for RFB or TM 1.xx. I save those for later. At any rate, this mod is very good and realistic. New messages and assignments. Real time/historical shipping. Much more immersive. What was once a traffic jam of ships to sink is now more historical and exciting. Load it up. If you do not like it just deactivate the mod and remove from the game files.

Also, it is a mod in the works. Lurker has a few bugs discovered by those using it and that is part of a developing mod. The bugs are very very minor really.

Super mod:hmm:....seems all the parts for one are being made....

THE_MASK 11-09-07 04:38 PM

RSRDC is the best mod yet . Thanks lurker_hlb3 .

Fearless 11-09-07 05:33 PM

I think all mods are outstanding. It just depends what your taste is. I for one would love to see a Super Mod. Heck I've even mentioned it somewhere else as has Ducimus but pulling each one apart and adding certain elements from each mod into one super mod to satisfy everyone as a whole will be difficult task indeed. It is afterall personal taste that satisfies what's required from a mod.

ben cg 11-10-07 01:52 AM

I think this is the best mod yet for more realistic missions and traffic, and I love the zig zagging and high speed routes, much better. I just completed my 2nd patrol; 4 ships for 18k in 24 days. It took me 2 weeks to find my first target - I was starting to worry because my first patrol was a bit busier but 5 fish and 4 hits later I sank a large unescorted freighter so was happy again. Took about another week to find a small convoy and I got 2 more ships (and damaged a DD that somehow limped away after listing 30*). My last target was a medium tanker and I missed with my last 4 aft torps (stormy waves got at least 3) so swung around and fired my last 4 forwards, 2 more early explosions 1 near miss but the last one hit it and set it aflame (nice bang but no sinky). I had to surface and pound the burning ship for about 20 mins before it finally went down, its crew launched a liferaft directly into a burning oilslick but seemed remarkably resiliant. After such a slow patrol the 8 torps and 50+ shells didn't matter, it was still a great victory :D

My first patrol was busier and I bagged 48k, but I did a 'double' after refuelling at Darwin. On that one I caught 1 light cruiser on its own near Singapore and then the next day I found 2 more of the same cruiser plus 2 DD (as a 'small TF') hit both cruisers and eventually they sank (I was hiding deep but got the kills credited). Then 3 seperate small convoys of 1 or 2 liners plus 1 or 2 DD's (a huge liner in each) and also a huge liner on its own. Didn't get to sink them all due to lack of torpedoes/skill etc. but I was slightly surprised there were so many 18k liners about, no doubt there was some important historic land offensive going on somewhere but I tend to forget the dates and just go out as ordered.

Can I go trying to find historical taskforces with this mod? That might be sweet, and perhaps the only way to catch a CV or BB, or are there still random (just less likely) BB and/or CV taskforces about? One other thing is I never have seen yet a return to base message, even when out of fish and on 25% fuel I report in and just get silence. Generally the more precise messages and missions all seem to work perfectly though, best single improvement in the whole game imo.

I am using this mod with some graphical ones (ROW + foofighter skins etc) plus NSM and realistic crew + torpedoes, and it is nearly everything I want SH to be. But I still slightly miss some of the other touches from TM, like the improved map updates and some of the HUD buttons plus a few other bits and bobs.
After patch 1.4 and mod updates I'm definitely hoping someone will work out how to piece together TM+RSRD and release it for the rest of us :)

longam 11-10-07 10:19 PM

Going to keep a close watch on this because it sounds so great, but I just started over on a campaign and have been in port so long not sure what its like to sail the high seas. Keep up the great work lurker!

nattydread 11-11-07 05:21 PM

How is this different from "Improve Campaign Layers" from I believe Tater?

If they are "fixing" different things, are they compatible?

donut 11-11-07 05:44 PM

Good question Capt.Dread
 
There in confusion exists:doh:

THE_MASK 11-11-07 05:57 PM

Quote:

Originally Posted by ben cg
But I still slightly miss some of the other touches from TM, like the improved map updates and some of the HUD buttons plus a few other bits and bobs.
After patch 1.4 and mod updates I'm definitely hoping someone will work out how to piece together TM+RSRD and release it for the rest of us :)

You should try RFB 1.31 and RSRDC .

lurker_hlb3 11-11-07 07:46 PM

Quote:

Originally Posted by nattydread
How is this different from "Improve Campaign Layers" from I believe Tater?

If they are "fixing" different things, are they compatible?

Quote:

How is this different from "Improve Campaign Layers" from I believe Tater?

By reading the first post you will get a detailed explanation of what RSRDC does.

By reading this post

http://www.subsim.com/radioroom/show...97&postcount=1

You will get a detailed explanation of ICL


Quote:

If they are "fixing" different things, are they compatible?

NO

Reno 11-11-07 08:03 PM

Quote:

Originally Posted by ben cg
Can I find historical taskforces with this mod?

12-10-41 (0300 hours)
25 miles west of Vigan, Luzon

While enroute to San Bernadino patrol area, spotted several warships approaching Vigan from the west. Maneuvered S-36 to shooting position on zig-zagging Horai Maru (large old passenger carrier-9513 tons). Four fish fired. Three struck amidship, the fourth was a dud. Large explosion followed by a smaller secondary. Ship sank almost immediately. Aggressive escort activity. Heavy depth charging. Four inch deck gun destroyed. Minor damage to hull.

Historical Note:
On December 10, 1941 at 0300 hours, the Kanno Detachment, a Task Force consisting of 1 cruiser, 7 destroyers, and 6 transports arrived at Vigan. The transports were carrying approximately 2200 men from the First and Third Battalions of the 2nd Formosa Infantry Regiment. Their mission was to capture and maintain the Vigan airfield in support of further operations against Manila. The actual landing went unopposed. Although we had some 30 submarines operating out of Cavite, including 6 S-boats, not one of them came to the party. The weather was also a little different. During my attack the seas were moderate and it was very dark. During the actual landing there was a strong wind from the north east and rough seas. I recall counting 15 contacts on the map during the approach but I probably miscounted in all the excitement. I did try to count the transports but had to give up when the escorts arrived in ernest. I only saw two transports and one supply ship. The rest were warships.

One of the more memorable moments came when the torpedoes were fired. One of the escorts spotted them in the water, fired a warning signal, launched star shells, and began firing randomly into the water. The Maru sped up but it was too late. I was too close and the torpedoes were already on her. The depth charge attack was intense. The sound effects (ROW) are very well done and I could have sworn I heard one of the barrels bounce off the hull. The hull sway from a near miss is also great. I was finally able to creep out of the area at 2 knots. When I surfaced my batteries were down to less than 25 percent. It was midmorning and there were no ships on the horizon.

donut 11-11-07 08:12 PM

There is nothing about "NO"we don't understand !
 
Quote:

Originally Posted by lurker_hlb3
[quote
If they are "fixing" different things, are they compatible?


NO[/quote]Well, WE make A request to you to try. But we won the war,so maybe?:huh: :sunny:

Reno 11-12-07 12:05 AM

Quote:

Originally Posted by ben cg
Can I find historical taskforces with this mod?

12-11-41 (0011 Hours)
44 miles WNW of Appari, Luzon

After the successful encounter with the Kanno Detachment at Vigan the S-36 again set course for her assigned area of the San Bernadino Strait. While rounding the northwest corner of Luzon, several warships, with transports in tow, were spotted south of the Babuyan Islands. The S-36 was maneuvered into a shooting position on a Horai Maru travelling in column with five other transports. Four fish fired. Two struck amidship, two were duds. Maru listed to port and sank. Coordinated escort attack forced an evasive dive to port below the thermal layer. Tubes one and two reloaded and a snapshot made on a trailing Heito Maru (Medium Modern Composite Freighter) before once again being forced below the thermal layer by sharp-eyed escorts. One explosion heard, one miss. Limped from the area at two knots with hull and battery damage and a visible oil leak on the port side just below the conning tower.

Historical Note:
In the early morning hours of December 11, 1941 the Tanaka Detachment, consisting of one cruiser, seven destroyers, and six transports approached Aparri from the north. In the transports were the remaining 2000 men from the 2nd Formosa Infantry Regiment used at Vigan. Its mission was to capture and maintain the airfield at Aparri. Like the Kanno Detachment, Tanaka was designed to play a supporting role for the main forces massing to the south. There was little in the way of resistance.

I'm having a great time in the battered but not beaten S-36. Not only did she discover both TF's hours before anyone historically knew they were even around, but she also gave them a bloody nose. My thanks to all the modders who made this possible. Now if I can only sink something in my assigned area with only two Mark 10's left.:hmm:
(At the moment my mods are RSRDC/ROW/NSM Classic/NSM Hardcore Torpedo/FooBor's S-Class Black Hi-Res/Captain Cox Uniform/Hamilton Model 23 Chrono Night Attack version with different top by DMZ aka Deadbeat.)

AVGWarhawk 11-12-07 09:15 AM

Quote:

Originally Posted by Reno
Quote:

Originally Posted by ben cg
Can I find historical taskforces with this mod?

12-11-41 (0011 Hours)
44 miles WNW of Appari, Luzon

After the successful encounter with the Kanno Detachment at Vigan the S-36 again set course for her assigned area of the San Bernadino Strait. While rounding the northwest corner of Luzon, several warships, with transports in tow, were spotted south of the Babuyan Islands. The S-36 was maneuvered into a shooting position on a Horai Maru travelling in column with five other transports. Four fish fired. Two struck amidship, two were duds. Maru listed to port and sank. Coordinated escort attack forced an evasive dive to port below the thermal layer. Tubes one and two reloaded and a snapshot made on a trailing Heito Maru (Medium Modern Composite Freighter) before once again being forced below the thermal layer by sharp-eyed escorts. One explosion heard, one miss. Limped from the area at two knots with hull and battery damage and a visible oil leak on the port side just below the conning tower.

Historical Note:
In the early morning hours of December 11, 1941 the Tanaka Detachment, consisting of one cruiser, seven destroyers, and six transports approached Aparri from the north. In the transports were the remaining 2000 men from the 2nd Formosa Infantry Regiment used at Vigan. Its mission was to capture and maintain the airfield at Aparri. Like the Kanno Detachment, Tanaka was designed to play a supporting role for the main forces massing to the south. There was little in the way of resistance.

I'm having a great time in the battered but not beaten S-36. Not only did she discover both TF's hours before anyone historically knew they were even around, but she also gave them a bloody nose. My thanks to all the modders who made this possible. Now if I can only sink something in my assigned area with only two Mark 10's left.:hmm:
(At the moment my mods are RSRDC/ROW/NSM Classic/NSM Hardcore Torpedo/FooBor's S-Class Black Hi-Res/Captain Cox Uniform/Hamilton Model 23 Chrono Night Attack version with different top by DMZ aka Deadbeat.)

Patrols like this is what make this mod really awesome! Sometimes you find them and sometimes they pass you by. Cool patrol man!!!

Reno 11-12-07 12:06 PM

Quote:

Originally Posted by AVGWarhawk
Cool patrol man!!!

Thanks, Warhawk. Hate to see it end but looking forward to the next. Had no clue about the Kanno and Tanaka TF's before I ran into them. That prompted me to do a little research and now I'm that much richer for the experience. I think this is the beginning of a beautiful friendship.:up:

Laffertytig 11-12-07 12:29 PM

so this mod takes affect up until 43. what happens then? does it revert back to vanilla convoys etc?

ben cg 11-12-07 12:43 PM

Nice patrols Reno :D

I think you have inspired me to start a new Manilla'41 career, time for me to go hunting history :arrgh!: (I also want to modify the torpedo mod I am using to have the correct 420yd arming distance and iirc you have to delete the SH4 save folder to make torpedo mods work).


Playing RSRD has finally pushed me to go for 100% realism (I was holding off on the no map updates/no camera) and its been reallly worth it. Last night I lay in wait 1000yds off a roughly plotted sonar track, popped the periscope up when my victim was nearing only to peer into a thick pea soup. No problem, I quickly switch to the sonar screen and start pinging the merchant to get range/bearing etc and set up a better plot (thank-you WernerSobe video tutorials :up:). I judge I am about 800yds from the target course so am pretty hopeful a 4 fish spread will get a couple of hits at least.

I hit fire,fire,fire,fire and send the spread of 4 fish (all I have in my Salmon)... the tense wait... sounds like 2 hits, 1 dud, 1 miss, but only one hit is reported, so it was probably a premature detonation for the other. I go forward full flank to try and get a visual and have another go at it before it steams well away but I had left it rather late and wasn't going to get close enough. I surfaced for speed - its bound to be sinking or at least an unarmed cargo right?... I sped forward but visibility was almost zero, straining my eyes I just make out a small flicker of what must be a fire and suddenely a huge ship looms out the fog, it had turned sharply and was now heading straight for me!

Sure enough it was an armed large freighter and its first shot hit before my crew could even fire :o I crash dived, turned and hastily set up the TDC for a x3 stern spread. Two hits this time and I am close enough to see the hits at each end of the ship, it seems to be slightly listing to port as it dissapears into the murk (I have put 2 holes in its port and 1 in its starboard now). I spent about 1/2 hr trying to box around the bugger (it is still clipping along at a good pace) but as I am just getting ahead of it I get the sunk message. (I wonder if I will get a medal?) Ha, Fun :yep:

AVGWarhawk 11-12-07 12:48 PM

Quote:

Originally Posted by Laffertytig
so this mod takes affect up until 43. what happens then? does it revert back to vanilla convoys etc?

I'm guessing it reverts back to the old high traffic original form. Lurker is working on the next years and it takes a few months to complete.


All times are GMT -5. The time now is 05:33 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.