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

black1 01-11-08 11:30 AM

I had actually tried betterscopes before and the same problem, I really want to try this mod RFB so if there is any fix or way to get this to work i would be greatly appreciative guys, thanks again for checking.

swdw 01-13-08 07:42 PM

Go here and try these. There may be a targeting issue, but you will have to test that.
http://www.subsim.com/radioroom/showthread.php?t=128854

If this does affect targeting, scaling the scope aperture will require a major rework of the scope.

You can also try the Si scope textures

CapnScurvy 01-15-08 11:53 AM

Hello Swdw, I have just tested your two scope High Res versions, "The Bigger Canvas Scope", and the "Resize Scope" with NO ill effects to range finding using the Stadimeter. I had my game resolution set to 1600x1200.

Some time ago I had looked at different game resolutions and found the difference between the default 1024x768 and the highest, to be only a couple of yards at most. There is a difference, but it's hardly worth mentioning.

The only problem I have seen, no matter what mod you use, is the RM Scale on the bottom of the pictures moves to the right and off the page with higher screen resolutions. I don't know if gamers actually use this scale or not (I know I don't) but it either needs to be removed or at least made scalable to fit back within the pages of the RM with the higher game resolutions. I know the higher res you go the farther right it moves.

swdw 01-15-08 04:45 PM

Quote:

Originally Posted by CapnScurvy
Hello Swdw, I have just tested your two scope High Res versions, "The Bigger Canvas Scope", and the "Resize Scope" with NO ill effects to range finding using the Stadimeter. I had my game resolution set to 1600x1200.

Arrgh matey, we''l get you to be an official RFB team member one way or another :arrgh!: :D

Thanks for checking this. Since I have no idea how the game engine utilizes the view, I wasn't going to put these out as a solution w/o someone checking them. Will get to work making the lines green for both the attack and observation scope.

Quote:

The only problem I have seen, no matter what mod you use, is the RM Scale on the bottom of the pictures moves to the right and off the page with higher screen resolutions. I don't know if gamers actually use this scale or not (I know I don't) but it either needs to be removed or at least made scalable to fit back within the pages of the RM with the higher game resolutions. I know the higher res you go the farther right it moves.
???? I'm being dense here. :88) This scale is where?

panthercules 01-15-08 10:12 PM

Quote:

Originally Posted by swdw
Quote:

Originally Posted by CapnScurvy
Hello Swdw, I have just tested your two scope High Res versions, "The Bigger Canvas Scope", and the "Resize Scope" with NO ill effects to range finding using the Stadimeter. I had my game resolution set to 1600x1200.

Arrgh matey, we''l get you to be an official RFB team member one way or another :arrgh!: :D

Thanks for checking this. Since I have no idea how the game engine utilizes the view, I wasn't going to put these out as a solution w/o someone checking them. Will get to work making the lines green for both the attack and observation scope.

Quote:

The only problem I have seen, no matter what mod you use, is the RM Scale on the bottom of the pictures moves to the right and off the page with higher screen resolutions. I don't know if gamers actually use this scale or not (I know I don't) but it either needs to be removed or at least made scalable to fit back within the pages of the RM with the higher game resolutions. I know the higher res you go the farther right it moves.
???? I'm being dense here. :88) This scale is where?

I think he's talking about the scale line that is usually running horizontally along the bottom of the pages of the recognition manual that presumably is supposed to measure the length of the ship. I suppose it could be useful under some circumstances, but I never found a real use for it and I never could get it to act right myself when I changed screen resolution and/or moved the manual around on the screen to put it where I wanted it, so eventually I resorted to a simple work-around - I just tweaked the menu_1024_768.ini file to move the scale way off the screen so I didn't have to look at it, as follows:
[G25 I48]
Zone= 115 122 429 7 0 1 0x25060003 0 -1 0x25060004 0 0 2000 0



swdw 01-15-08 11:09 PM

Quote:

Originally Posted by panthercules
I think he's talking about the scale line that is usually running horizontally along the bottom of the pages of the recognition manual that presumably is supposed to measure the length of the ship.

Told you I was being dense duhhh RM = recognition manual. :oops:
http://www.etsu.edu/edc/images/DunceCap.gif
How long do I have to sit in the corner with the dunce cap on?

CapnScurvy 01-16-08 09:24 AM

Ok, time in the corner is up.

Yes Panthercules, that's the "scale" I mean. The proposal of simply moving it way off the screen is probable a good fix. It would keep the scale in the game engine to find, but would be ommited from view no matter what the game screen resolutions.

I have a 32 inch wide screen TV with a VGA input. When I was playing around with trying different things to find correct range with the Stadimeter, I used it to run SH4. The screen resolution choice's were really different and I must admit you can get into trouble really quick with using some of the wierd settings. The black screen of death appeared a couple of times just after the intro movie. I had to shut down the computer, go through the Safety Boot for Windows to get to the SH4 files that keep your personal settings. Making the change back to a reasonable resolution got me going again. In my opinion the larger screen only made for more real estate to cover with the mouse. It didn't improve the overlaying of the specific pixel line that gives exact range to target, which is what I was looking for.

LukeFF 01-17-08 04:19 AM

May as well show off a new upcoming feature for the next release
 
I got the Navigator to show up at all times, thanks to some assistance from jdkbph. The following picture was NOT taken at battlestations:

http://img.photobucket.com/albums/v2...011339_343.jpg

What's more, it's historically correct, as it allows me to realistically add 3 more officers to the crew. Boats later on in the war had up to 10 officers on board (including the commander), and responsibility for navigation fell to the XO and the officers underneath him.

DavyJonesFootlocker 01-17-08 06:47 AM

One of the things I like about RFB is the omission of the Decoy Launcher button. Never had them in Fleet Boats in the early part of the war. Not sure about the latter years of WW2. However, I use Sober's Super Mod and iit contains a crew mod. However, when playing single missions there aren't any crew members for AA and deck guns. I can always use points to get the additional crew in Career mode but not in Single missions. I also use LeoVampire's airbase mod and RSRDC mod but the airbase mod is not compatible with the Nav Map. Some of the areas in the map are gone when the Airbase mod is activated, like parts of Indochina (Chan Ran Bay- spelling's wrong I think on my part).

LukeFF 01-17-08 05:11 PM

Quote:

Originally Posted by DavyJonesFootlocker
One of the things I like about RFB is the omission of the Decoy Launcher button. Never had them in Fleet Boats in the early part of the war. Not sure about the latter years of WW2.

Decoys will be present in RFB from August 1944 onwards.

Quote:

However, I use Sober's Super Mod and it contains a crew mod. However, when playing single missions there aren't any crew members for AA and deck guns. I can always use points to get the additional crew in Career mode but not in Single missions.
Crewmen for the AA and deck guns came from the "below deck" ratings already assigned to another compartment. More or less every fleet boat had two Gunner's Mate sailors on board, but they would serve in another capacity when the guns weren't manned, such as the torpedo rooms. It wasn't a rating where they just sat around waiting for the order for the guns to be manned. ;) This is how it will be handled in RFB. (And makes me wish we had crew member limits like in SH3).

AVGWarhawk 01-17-08 06:41 PM

Yeah buddy:up: :up: :rock:

Yorktown_Class 01-17-08 08:32 PM

Hi all,

Is there a way to get the contact lines on the map to show up better,I have a hard time seeing them,is there a way to get back the stock form??

Thanks in advance..

Travis Reed 01-18-08 01:36 AM

Quote:

Originally Posted by LukeFF
Crewmen for the AA and deck guns came from the "below deck" ratings already assigned to another compartment. More or less every fleet boat had two Gunner's Mate sailors on board, but they would serve in another capacity when the guns weren't manned, such as the torpedo rooms. It wasn't a rating where they just sat around waiting for the order for the guns to be manned. ;) This is how it will be handled in RFB. (And makes me wish we had crew member limits like in SH3).

I started a career in a Porpoise and found that, after crewing up I'm at 80 total onboard (including the CO)...this is about 30 more than the actual sub class usually carried...I'm wondering where they're fitting those extra 30 people... Then, of course my comp had to BsoD while I was engaging a Nip task force...:damn:

panthercules 01-18-08 04:05 PM

Quote:

Originally Posted by Travis Reed

I started a career in a Porpoise and found that, after crewing up I'm at 80 total onboard (including the CO)...this is about 30 more than the actual sub class usually carried...I'm wondering where they're fitting those extra 30 people


I've noticed this for the early subs myself (I've been using Salmon class for all my patrols/testing so far) - I think the devs included all those extra slots because the Navy tended to increase the number of crewmen carried on these subs as the war progressed (after all, as the war went on they kept adding radars and other equipment that required more men to operate, and more stuff tended to break and needed to be fixed while on patrol under wartime operating conditions, plus they had more men available for service after the war started than they had in the peacetime Navy when the war started). I just always dismiss a few crewmen when I start my career in 1941 (when typical crew size on a salmon was about 55 or so), and then add folks in little by little on subsequent patrols or later career starts to simulate this crew size creep that occurred over time.

I think it's great that the devs built in this expansin capability - too bad they didn't make the historical time frame/progression a little clearer, but then maybe that's what these forums are for :lol:

LukeFF 01-20-08 11:17 PM

Quote:

Originally Posted by panthercules
I've noticed this for the early subs myself (I've been using Salmon class for all my patrols/testing so far) - I think the devs included all those extra slots because the Navy tended to increase the number of crewmen carried on these subs as the war progressed (after all, as the war went on they kept adding radars and other equipment that required more men to operate, and more stuff tended to break and needed to be fixed while on patrol under wartime operating conditions, plus they had more men available for service after the war started than they had in the peacetime Navy when the war started).

It doesn't have anything to do with crew sizes increasing but the way the devs modeled the crew slots for damage control and the deck and flack guns. Unlike SH3, where the damage control and gunnery slots could only be filled while at sea, the devs (for some unexplained reason) have allowed the player to fill in those slots from the career management room in SH4. Plug in a real-life crew roster into the any of the SH4 boats (such as I am doing for RFB), and they line up really well with what the devs gave us (and that's without filling the damage control and gunnery slots).


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