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

Arclight 10-30-08 09:00 PM

Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by Arclight
1 below the fore mast, 1 below the bridge, 1 in the engine rooms and 1 below the aft mast. I thought that was d**n near perfect. You yourself always say you aim for the masts and midships, or am I missing something? :-?

Don't get me wrong, I wasn't complaining about the modeling. I chalk it up to the Mark 10s, I've switched to a fleetboat now and the Mark 14s don't leave much afloat when spaced like that. ;)

Which ship was this?

It was a Large Old Split freighter. I detailed the encounter a bit in post #1633, but there's no issue there (I think). I figure I just had 4 weak strikes from Mark 10s, put a few shells in the stern and she went down.
Quote:

Originally Posted by Rockin Robbins
I changed my mind. It looks like the three clustered hits are basically good for two compartments and the hit aft should be good for a third. Seems like that should sink the ship. The other post about a similar ship with six hits steaming away is also problematic. This stuff will need some fine tuning. You wouldn't believe how complex a sinking mod is. Each and every type of vessel has to be individually tuned and tested. These guys have a thread 458 posts long on the design and testing of the target damage system only.

I wonder if the Mark 10s ARE the explanation. My experience with Mark 10s so far mirrors yours. They seem noticeably less effective than the Mark 14s I'm used to.

WEBSTER brought up the weirdness with the Shokaku model at some point (nearly always sinking with 1 hit). I had a look at the 3D models a bit, but it didn't take long for me to run scared back to map-making, basic modding and a bit of scripting. :oops:
I can't fully comprehend the effort that goes into a sinking mod, but at least I have a basic grasp. It's a doozy, way over my head. :doh:

The Mark 14s are really working out for me, as long as I hit something. 5 ships first patrol, 7 + 2 fishing boats the second so I'm not complaining. :smug:
Guess those 4 Mark 10 hits just were weak ones, maybe the damage is a bit more random (lower lows, so to say). The Mark 14 also sports ~300kg of explosive charge, ~225kg for the Mark 10. Mark 14 also uses Torpex, not sure the Mark 10 utilized this explosive. :-?

What I mean is the Mark 14 packs a lot more punch. Maybe it's only logical that it's a bit harder to send a big ship to the bottom with Mark 10s? :hmm:

THE_MASK 10-30-08 09:12 PM

Great work guys , sadly my comp is broken and i cannot get another before next year so keep up the good work . I am patiently waiting to play this . cheers sober out .

Ivan Putski 10-30-08 10:53 PM

Very nice job, just read the manual, I`m still using RFB v1.51 and RSRDC 395 at present, will install 1.52 after I finish my campaign. thanks all. Puts

LukeFF 10-31-08 01:09 AM

Quote:

Originally Posted by Arclight
It was a Large Old Split freighter. I detailed the encounter a bit in post #1633, but there's no issue there (I think). I figure I just had 4 weak strikes from Mark 10s, put a few shells in the stern and she went down.

Ah yes, it's a big ship, and it will take some very good targeting to get it to go down. Take a look at it in the museum, and you'll see that it has a fairly large number of cargo holds.

Quote:

Guess those 4 Mark 10 hits just were weak ones, maybe the damage is a bit more random (lower lows, so to say). The Mark 14 also sports ~300kg of explosive charge, ~225kg for the Mark 10. Mark 14 also uses Torpex, not sure the Mark 10 utilized this explosive. :-?

What I mean is the Mark 14 packs a lot more punch. Maybe it's only logical that it's a bit harder to send a big ship to the bottom with Mark 10s? :hmm:
Yes, in general, all things being equal, it will be easier to send a large ship to the bottom with the Mark 14s/23s. It is certainly possible you either (a) got the low end of the Mark 10's destructive power or (b) did not hit enough compartments for it to flood. It takes just the right type of hit to completely flood two compartments with one hit, and a degree or two off in one direction can mean a compartment remains intact or only partially flooded.

You are right, Mark 10 torpedoes did not use Torpex. Being a torpedo designed during WWI(!), it had a warhead composed of TNT. Torpex was a WWII development.

BTW, for those that are wondering, all the German torpedoes, plus the Mark 14 and Mark 23 carry the same damage values. The Mark 18 has nearly the same values as these (just slightly less power), and of course the Mark 27 is pretty much only good for knocking off a propeller or fracturing a propeller shaft, as was the case in reality.

simsurfer 10-31-08 06:56 AM

If I wanted to modify the amount of time it takes to reload the deck gun, where would I do that???

vanjast 10-31-08 08:10 AM

Quote:

Originally Posted by simsurfer
If I wanted to modify the amount of time it takes to reload the deck gun, where would I do that???

:rotfl:... the 'shell supply chain' has come back to haunt RFB once again.. :arrgh!:

simsurfer 10-31-08 10:46 AM

Quote:

Originally Posted by vanjast
Quote:

Originally Posted by simsurfer
If I wanted to modify the amount of time it takes to reload the deck gun, where would I do that???

:rotfl:... the 'shell supply chain' has come back to haunt RFB once again.. :arrgh!:

Yep, thats right, I mean I dont have all night to shell one sampan, the loading of that gun is crazy slow. Another thing I am trying to figure out is the fact that I can get onto the gun, load it, aim it at the hsip, fire and hit the target but when I turn the gun over to the crew they aim high and either miss the ship altogether or dont even fire on the ship??

Still would like to know though how to modify that one setting, other than that I think the mod is great.

kwbgjh2 10-31-08 11:09 AM

Quote:

Originally Posted by simsurfer
Quote:

Originally Posted by vanjast
Quote:

Originally Posted by simsurfer
If I wanted to modify the amount of time it takes to reload the deck gun, where would I do that???

:rotfl:... the 'shell supply chain' has come back to haunt RFB once again.. :arrgh!:

Yep, thats right, I mean I dont have all night to shell one sampan, the loading of that gun is crazy slow. Another thing I am trying to figure out is the fact that I can get onto the gun, load it, aim it at the hsip, fire and hit the target but when I turn the gun over to the crew they aim high and either miss the ship altogether or dont even fire on the ship??

Still would like to know though how to modify that one setting, other than that I think the mod is great.

Yes this happened to me, too. I shoot at a sampan, got a hit, and that was all. After five or six shots i got so angry :nope::nope: that i decided to pile this bas**rd. And wow, i got credits for the sinking. Next sampan i piled without shooting at him and i got no credits. So i tested it out with the last 4 sampans. One hit is enough, than pile them :rotfl: and you get credits for sinking.

Happy hunting, kwbgjh

btw i dont like the sampans at all :88)

Donner 10-31-08 11:24 AM

Quote:

Originally Posted by simsurfer
If I wanted to modify the amount of time it takes to reload the deck gun, where would I do that???

The Deck Gun .sim files are located in Data/Library/USSubParts. :ping:

simsurfer 10-31-08 11:39 AM

What is up with this mod, I just sank a freighter, had difficulty with locking onto him all through the attack, watched him sink and it didnt report him as being sunk so I didnt get credit for the ship :nope:

Is this patch to thi smod going to fix stuff like failure to lock onto a ship depending on the angle you are to them and resolve the no credit to there sinkings:hmm::hmm:

DeepIron 10-31-08 12:22 PM

Quote:

Originally Posted by simsurfer
What is up with this mod, I just sank a freighter, had difficulty with locking onto him all through the attack, watched him sink and it didnt report him as being sunk so I didnt get credit for the ship :nope:

Is this patch to thi smod going to fix stuff like failure to lock onto a ship depending on the angle you are to them and resolve the no credit to there sinkings:hmm::hmm:

The "lock" issue is being discussed and a remedy is being researched... It may also have some effect on your not being credited with the tonnage but that is an unknown at the moment.

Yes, the RFB Team releases patches that address bugs and other issues in a timely manner.

Cheers!

Wilcke 10-31-08 01:15 PM

Quote:

Originally Posted by simsurfer
What is up with this mod, I just sank a freighter, had difficulty with locking onto him all through the attack, watched him sink and it didnt report him as being sunk so I didnt get credit for the ship :nope:

Is this patch to thi smod going to fix stuff like failure to lock onto a ship depending on the angle you are to them and resolve the no credit to there sinkings:hmm::hmm:

Regardless of the "lock no lock issue", I have lost credit for a ship sunk with any of the RFB Beta's or the latest release.

One of the best ways to get around the "lock no lock issue" is to refine attack tactics to reflect "real world" WWII. This involved extensive tracking and plotting of the target or targets and setting up the boat for an optimal attack well ahead of the unsuspecting target.

This is not in anyway a criticism of those folks wishing to have a working "lock" 100% of the time. The folks that put together RFB are trying to get to as realistic a sim as is possible with the limitations and restrictions of the engine and code.

Remember the skippers limited there scope observation times to under 7 seconds from what I have read.

My 2 cents guys. What I have found with RFB is that if I go out and apply the real world tactics used by the skippers it can be a really rewarding and sometimes utterly scary sim. Soapbox and all I will take my leave.

Happy Hunting!

vanjast 10-31-08 02:36 PM

Quote:

Originally Posted by simsurfer
Quote:

Originally Posted by vanjast
Quote:

Originally Posted by simsurfer
If I wanted to modify the amount of time it takes to reload the deck gun, where would I do that???

:rotfl:... the 'shell supply chain' has come back to haunt RFB once again.. :arrgh!:

Yep, thats right, I mean I dont have all night to shell one sampan, the loading of that gun is crazy slow. Another thing I am trying to figure out is the fact that I can get onto the gun, load it, aim it at the hsip, fire and hit the target but when I turn the gun over to the crew they aim high and either miss the ship altogether or dont even fire on the ship??

Still would like to know though how to modify that one setting, other than that I think the mod is great.

Maybe you want something like this...http://www.vanjast.com/NavalStuff/DeckGun.avi (8MB)
:know:

vanjast 10-31-08 02:54 PM

Quote:

Originally Posted by kwbgjh2
Yes this happened to me, too. I shoot at a sampan, got a hit, and that was all. After five or six shots i got so angry :nope::nope: that i decided to pile this bas**rd....
btw i dont like the sampans at all :88)

Remember the Sampans are made of light materials. An AP shell will go right through it, making only a small hole (if it doesn't hit anything solid - I don't think this is modelled) resulting in little damage. So with fishing boats/sampans use HE shells or the AAA gun.
:up:

DeepIron 10-31-08 03:12 PM

As well, from the historical perspective, sub skippers avoided most sampans for a few reasons:
1. US subs wanted to keep their location and presence in an area secret. Some sampans were used as pickets, and others could report the sub once they made port.
2. It's a waste of ammunition. As remarked, sampans are wooden vessels and can take a number of hits. So, blazing away with the deck gun is really a waste of ammunition...
3. Despite the intense hatred Americans had for the Japanese due to Pearl Harbor, most skippers didn't make it habit to destroy unarmed fishing vessels. Unrestricted warfare against the Japanese was directed at the more significant maritime and IJN vessels...

Cheers!


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