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

Orion2012 10-27-08 07:45 PM

The map color changes are intentional and designed to mimick the type of map used for naval plotting given the limitations within the game engine.

Quote:

Originally Posted by spike12
Lessee;
Don't like the new map,:nope:
Ships are too tough (had to use S3D to soup-up the torps):damn:
And what's this about Hogan's Ally?
Feels like that RFB has taken a step backwards,But that's just me though.

Ships can now only be sunk by causing the ships to flood. You must strike different compartments in order to cause the ship to flood and sink. The lower on the haul you strike the faster it will flood. HP damage is no longer a factor meaning increasing the damage they cause may still lead to slow sinking if the damage isnt spread between compartments.

Hogan's Alley is for the remaining crew watch after the officers are placed in the conning tower.
This is to "rig for depth charging" the way the damage models have been changed would cause the crew to be killed or injured even though they are off duty the game engine sees them as being on the bridege and therefore exposed to depth charging.

Quagmire 10-27-08 08:46 PM

Quote:

Originally Posted by Orion2012
Edit: In regards to the diving below 450, I will post here when I have an answer :)

Thanks for looking into it dude! Ducimus got us below 450 ft by setting the radar depth to something crazy like 800 ft. You had to stop the dive with the "A" key to level off at 550 ft as an example.

On a greater point, did Ducimus not allow you guys to incorporate some of the great fixes he came up with in RFB? Along with the deep dive fix he fixed the angle when diving and also added some cool buttons on the conning tower wall. I used the General Quarters button all the time.

In a perfect world I would just add the great work you guys did with the sub damage model plus the ship damage model to TMO. That is really all it was lacking.

Just my two cents though. Thanks for all the hard work.
.

Fish40 10-27-08 08:59 PM

Is it me or is the horizontal centerline of the scopes missing? :hmm:

cgjimeneza 10-27-08 10:04 PM

stronger torps
 
Quote:

Originally Posted by spike12
Lessee;
Don't like the new map,:nope:
Ships are too tough (had to use S3D to soup-up the torps):damn:
And what's this about Hogan's Ally?
Feels like that RFB has taken a step backwards,But that's just me though.

what file did you change in S3D??? and to what values??? with this armored ships a bit of a stronger warhead is needed

LukeFF 10-27-08 10:42 PM

Quote:

Originally Posted by Quagmire
Yeah I tried that. Ducimus had "SHIFT-D" set to 800 ft or something like that so you could dive past 450 ft. "SHIFT-D" now takes you to 38 ft which is radar depth.

The semicolon key should take your boat to radar depth (it's just the "snorkel depth" command re-named).

LukeFF 10-27-08 10:53 PM

Quote:

Originally Posted by chris455
Would you happen to know if there is a specific filename that governs the bearing dial? I have manged only to be able to change the scope screen and aperture, but the actual dial remains tiny :oops:

Bearing.dds in /Data/Menu/Gui.

Quagmire 10-27-08 10:54 PM

Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by Quagmire
Yeah I tried that. Ducimus had "SHIFT-D" set to 800 ft or something like that so you could dive past 450 ft. "SHIFT-D" now takes you to 38 ft which is radar depth.

The semicolon key should take your boat to radar depth (it's just the "snorkel depth" command re-named).

Thats the problem. Radar depth only takes you to 38 feet. How do we dive past 450 ft?
.

LukeFF 10-27-08 10:59 PM

Quote:

Originally Posted by Fish40
A question about the fans though. I just started in a Balao in Jan/44 leaving Midway. I only see one of the fans operating. The fan above the planesmen is not spinning. Don't know if thats correct or not, but no biggie. Thanks for your and the teams efforts on a fantastic mod!:up:

We decided to leave one fan static in that control room, like we also did with the other interior models (except the S boats, since there is only one fan in the control room).

LukeFF 10-27-08 11:04 PM

Quote:

Originally Posted by banjo
I have been expermenting with the sub and reading the manual, but I don't fully understand the Hogan's Alley thing. I noticed that if I do nothing with the crew and submerge they automatically vacate the bridge and, I guess, move into the sub as in previous mods. So why am I advised in the manual to manually move the officer to the conning tower and the crew into Hogan's Alley? What's the difference?

As is written in the manual, ;) even though it looks like the off-duty crew is below decks, the reality is that the game's code simply shows them as being inactive for that compartment. They do not move anywhere else when off-duty. In other words, a crewman stays in his assigned compartment at all times until moved by the player, regardless of whether or not they are on duty. In order for the new submarine damage model to work, we had to create "Hogan's Alley" so the player could truly move the bridge crew below decks when submerged. But, I am writing too much here. It's all explained in the manual. ;)

LukeFF 10-27-08 11:13 PM

Quote:

Originally Posted by Georg_Unterberg
Please, can someone help me with my RFB 1.52 map. The sea color chart is messed up and I don't know why. Please look at the images 1 (Stock 1.5)
and 2 (RFB 1.52)

It's historically correct, and we specifically asked Nisgeis to create it this way:

http://img.photobucket.com/albums/v2...Norway1945.jpg

That's a 1945 Kriegsmarine map of the Norwegian coast. Light blue water is deep water, dark blue is shallow.

LukeFF 10-27-08 11:14 PM

Quote:

Originally Posted by spike12
Ships are too tough (had to use S3D to soup-up the torps):damn:
And what's this about Hogan's Ally?
Feels like that RFB has taken a step backwards,But that's just me though.

Did you even bother to scan the manual?

simsurfer 10-27-08 11:27 PM

Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by spike12
Ships are too tough (had to use S3D to soup-up the torps):damn:
And what's this about Hogan's Ally?
Feels like that RFB has taken a step backwards,But that's just me though.

Did you even bother to scan the manual?

Its almost like he is complaining about to much realism :lol:

Arclight 10-27-08 11:36 PM

Completed my first patrol and I can say it was a good challenge. It's almost too frustrating to play, just like it was for real. :lol: ;)

Noticed 1 thing when I got back to port though; empty tubes aren't filled, but empty reloads are filled like they should. Check your torpedo load-out before heading back out, or you might find yourself a couple short.

BTW about the locking issue; doesn't seem to happen if you're using the TBT. Had no issues at all with the TBT, but using the scopes is a b***h. Dunno about using the scopes while surfaced though, I'll try that next time and see if the issue remains. Would be kinda weird if it only happens when you're submerged. :hmm:

LukeFF 10-27-08 11:42 PM

Quote:

Originally Posted by Arclight
Noticed 1 thing when I got back to port though; empty tubes aren't filled, but empty reloads are filled like they should. Check your torpedo load-out before heading back out, or you might find yourself a couple short.

We did this to circumvent a problem whereby the S boats would be re-loaded with Mark 14s after completing a patrol.

Capn Sparky 10-28-08 12:03 AM

Thank you RFB team!!!! Job well done!!! I like everything about this mod. It was well worth the wait....

I hope you continue to refine RFB after some much deserved R&R

I do look forward to a day when W_clear's mod will work with RFB (though PE is very good too):up: :rock:


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