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-   -   [REL] Real Fleet Boat 2.0 (https://www.subsim.com/radioroom/showthread.php?t=159709)

OlegM 02-12-10 04:21 PM

Quote:

Originally Posted by Bubblehead1980 (Post 1266131)
Always remember the modders do this on their own time, they are not paid, have real lives to enjoy/deal with but I assure you they strive to do their best work and eventually it will get done.

I remember in 2.0 hitting a 1,000 ton freighter, the Taihosan Maru, forget the generic name, just know the name from TMO RSRD, small ship though.ONE torpedo to the midship area at the stack should blow that think up, took 5 torpedos to put one done, 5 come on..

I know modders do this on their free time, they are not paid etc etc I have pretty large modding, beta testing and scenario design experience in couple games myself, and I absolutely know it's very time consuming, aggravating and often frustrating. No need to tell me that....:damn:

However, I don't think we should go easy on anybody if we are not pleased with the final product of one's work.

A ridicolous result is a ridicolous result, why should I accept the ridicolous result in silence just because I didn't pay for it?? It's not about money, it's about getting the best results from this engine. If it's about money, then let me pay full price for RFB - no problem - will I then have more rights to demand realistic outcomes?

It's tiring to see every mod criticism end with same ole arguments: "it's free", "if you don't like it play something else". On SH5 boards people are very vocally protesting a game that is not even OUT yet, should we go tell them to "play something else" or listen to their complaints if they are valid?

5 torps for small merch is ridicolous. It's ridicolous for a free mod, and would be equally ridicolous for a 300$ professional simulator. RFB is currently the "only game in town" when it comes to relistic mods for SH4. This status brings some responsibility within this community. You can't just mess up the model and use "it's free" as your best argument. RFB guys should accept criticism or they should never have touched RFB at all.

LukeFF 02-12-10 04:30 PM

Quote:

Originally Posted by OlegM (Post 1266154)
RFB guys should accept criticism or they should never have touched RFB at all.

I am accepting criticism. Again, the only warships at this point that have been modded are the destroyers. Other than that, the only aspect of the DM that would affect CVEs is the hit power of the torpedoes.

If you have issues with DM of the ships that have been modded, then by all means let me know which ships are affected and why you think they aren't sinking properly. I (and Observer, who unfortunately hasn't been around lately), have repeatedly tested these ships, but there's always the chance that a slip-up made it into the mod.

And no, ships cannot sink due to secondary damage.

LukeFF 02-13-10 04:10 AM

Bubblehead1980:

I tested out the Taihosan Maru tonight. It sinks with one hit under the stack in less than 10 minutes.

lurker_hlb3 02-13-10 10:17 AM

- Problem: Determine the number torpedoes it takes to sink a Taiyo class CVE in RFB and Stock SH4 v1.5

- Test conditions:

Date: 1 June 1944

Sub: Balao Class SS

Target: Taiyo Class CVE

Location: West Coast of South America. This is to ensure no interference from any other units.

Weapons: Mk23 torpedoes

Setup: Balao SS at periscope depth head north a 0 kts. Taiyo CVE bearing 000 at 1000 yards, heading 090 a 0 kts (ship set to “dock mode” in mission editor so it can not move)

Sub targeting set to Auto with periscope locked on center of Taiyo CVE

Torpedo depth set to 10 feet. Torpedo pistol and speed set to default

First torpedo fired with a spread angle set to 0
Second torpedo fired with a spread angle set to 2 degrees left
Third torpedo fired with a spread angle set to 2 degrees right
Fourth torpedo fired with a spread angle set to 4 degrees left
Fifth torpedo fired with a spread angle set to 4 degrees right

Special note: Modified the Balao .upc file to ensure that both Stock and RFB version of the subs had a full load of Mk23 torpedoes.

- General Comments:

There are two files that control the damage model for any unit. First, the units.zon file and system level Zone.cfg file. Neither RFB nor RSRDC changes the .zon file of the Taiyo Class CVE. RSRDC does not change the Zone.cfg, but RFB does. After examining the .zon file for the Taiyo Class CVE to determine which sections of the Zone.cfg that where used, it was found that the only differences between the Stock and RFB was the values for Flood time ( values were on average 3 times that of Stock ) and the addition of “special effects” (explosion and fires). It also should be noted that the “aim points” for the “test case” are near the forward and aft ammo magazines, fuel bunker and engine room. Each of these areas has a 5% chance of catastrophic failure that will cause the ship to sink immediately.

-Test Runs: Conducted ten runs for both Stock and RFB, After firing first torpedo, confirmed hit, then used TC to advance time 15 minutes and observer results, repeated firing torpedoes until ships sinks.

Run one - Stock: 3 Torpedoes / RFB 3 Torpedoes
Run two - Stock: 3 Torpedoes / RFB 3 Torpedoes
Run three - Stock: 2 Torpedoes (catastrophic failure)/ RFB 3 Torpedoes
Run four - Stock: 3 Torpedoes / RFB 2 Torpedoes (catastrophic failure)
Run five - Stock: 3 Torpedoes / RFB 3 Torpedoes
Run six - Stock: 3 Torpedoes / RFB 1 Torpedoes (catastrophic failure)
Run seven - Stock: 3 Torpedoes / RFB 3 Torpedoes
Run eight - Stock: 1 Torpedoes (catastrophic failure) / RFB 3 Torpedoes
Run nine - Stock: 3 Torpedoes / RFB 3 Torpedoes
Run ten - Stock: 3 Torpedoes / RFB 3 Torpedoes

- Conclusion: There is virtually no difference between Stock and RFB in the number of torpedoes it takes to sink a Taiyo class CVE. The only difference noted was it took on average it took the RFB ship 25% longer to sink by flooding.

Bubblehead1980 02-13-10 12:07 PM

Luke, thanks for checking it out.Maybe a freak thing or I guess being such a small ship I expected it just blow up and go quickly like I read about the small ships doing in RL.Doubt a smallfry could hang out for ten minutes after being sunk you know? I recall that I hit it dead center for one an after an hour was still there, so fired another thinking it would surely sink and didnt, repeated and after a long time and 5 fish, it went down.Maybe just a freak thing, who knows.Still, nice work though:salute:

Sailor Steve 02-13-10 01:30 PM

Was just reading this thread. I have nothing to add, and no requests or complaints. I just wanted to say that with so many people praising certain SH3 supermods, some spreading around is due to those who put in their time and effort building, listening, talking, tearing down and rebuilding.

RFB TEAM, you guys rock!:rock:

Sorry for wasting time and space, but I just felt compelled to anti-vent.:sunny:

Bubblehead1980 02-13-10 01:31 PM

Agreed, they have made a great mod:salute:

OlegM 02-13-10 10:08 PM

Quote:

Originally Posted by lurker_hlb3 (Post 1266730)
- Conclusion: There is virtually no difference between Stock and RFB in the number of torpedoes it takes to sink a Taiyo class CVE. The only difference noted was it took on average it took the RFB ship 25% longer to sink by flooding.

Thanks for checking. However, the fact it's not changed from stock still does not mean it's realistic. Perhaps it means it should be changed.

I noticed couple more oddities, not *nearly* as irritating as damage-resistant Klingon IJN ships, more like simple bugs, I'll report zhem in separate message(s).

OlegM 02-13-10 10:11 PM

Oddity no 1. Again, 1.5 + RFB 2.0 and RSRDC for RFB are only mods I have installed.

March 1944, I am sent to do photo recon of three Japanese islands, one of them is Saipan. It's night. Travelling to Saipan from south I notice fire on Tinian (island just south of Saipan, incidentally Enola Gay flew from there), went to investigate and the scene looks as if there's been aerial attack during the previous day, some ships sunk, some burning etc. Nothing strange, however among the IJN ships there is one trawler with US flag :timeout:

Perhaps this is RSRDC thing....

OlegM 02-13-10 10:15 PM

Odditiy number 2 - the ghost ships. Several times I've seen big cargo ships that well, look like ghost ships.

I have screenshots and the exact date of at least one such incident (and there were several). Yap atoll, 25 April 1944, 21.00 hours.

Ghost ships are noticable only from VERY close, the crew sees them (radar, radio, visual). They can be torpedoed, torps explode, ship sinks extremely quickly, there is debris etc. However there is no wreck. Sinking is reported as: "ship sunk, 0 tons" (no ship type, no tonnage).

Jten 02-13-10 10:51 PM

I have noticed the ghost ships before when I had intell gathering missions. they seem to function as the objective trigger for mission completion. the mission completes at quite a distance from the 'ship' so i guess you aren't supposed to get near it.
I notice them most when there is a fog effect.

Nephandus 02-13-10 11:08 PM

Visibility and Fog
 
First of all I have to say that Environment 5.0 looks really neat.

However, I seem to have some problems with it:

- Under excellent visibility the detection range of a target is app. 13.000 to 19.000 yards by the AI (The latter one was a large modern tanker under ideal conditions... daytime, no waves, no wind, excellent visibility).

- However, when there is "good" visibility, the visual detection range is below 5000 yards (usually around 1500 to 3000 yards) and there is a heck of a fog

- In "fair" visibility, the fog gets even denser, the detection range is nigh non-existent. The fog

- I did not encounter poor visibility yet but I assume that the fog will cause me not being able to see the bow of my own boat anymore.

- It appears that during nighttime, the fog is less dense and even less present if it is raining.

Based on these observations, I think this needs some fixing. Good visibility needs a lot less fog (the present settings would be good for fair visibility) and an increase in visual detection range (I think around 8000 yards in calm weather would be appropriate). Fair visibility would need the fog of the present good visibility with visual detection range of app 3000 yards.

RFB Team 02-14-10 04:02 AM

Updated readme for the upcoming RFB patch:

Quote:

Changed default heavy deck gun AA armament on IXD2

Adjusted hydrophone performance characteristics. The speed of the target now plays more of a role in max range at which a target can be detected.

Go Back command for radar and sonar views takes player to conning tower view.

Adjusted damage zone modeling for Japanese sampans and fishing boats.

Re-enabled map contacts.

Changed 10.5cm deck gun ammo loadout to 200 HE rounds.

Changed 37mm AA gun loadout to 2500 rounds per gun.

Fixed problem with 10.5cm deck gun sound.

Added six empty planesmen slots to the control rooms for all American boats. Two enlisted men from each bridge watch should be placed here when the boat is submerged.

Changed introduction date of H-6 radar for H6K, H8K, and G4M aircraft to September 1944.

Changed max range of H-6 radar to approximately 12 miles.

Max ranges for all American subs is now based on the sub carrying fuel in their main ballast tanks (S and Tench classes already had this feature). The new ranges for the rest of the subs is as follows:
-Porpoise: 22,000 miles @ 8 knots
-Salmon, Sargo, Tambor, Gar, Gato, Balao: 15,000 miles at 10 knots

Adjusted default surface speeds for all boats (credit to virtualpender for finding the info) as follows:
-Fleet subs: 6, 12, 15, 18, max speed for each respective class
-S boats: 3, 6, 9, 11, max speed for each respective class

Dive times for all American boats re-calibrated to the historical standard surfaced speed as follows:
-Fleet subs: 15 knots
-S boats: 9 knots

Changed acceleration rate for submerged American subs to equate to approximately 4 knots/minute.

Added Gato interior mod by vickers03.

Changed ammo loadout for 3"/50 deck gun to 200 HE rounds (credit to DaveyJ576 for finding the info).

Changed SD radar range to 8 nautical miles.

Changed name of SD-1 radar to SD-2 radar.

Notes on SD-2 naming:
-SD radar underwent a lot of changes in the time it was in service with the U.S. Navy. The original SD radar sets (60 produced between late 1941 and mid-1942) were all field-modified to the horizontally-polarized U-type antenna by the summer of 1942 and were designated SD-a.
-SD-1 (20 produced) had a non-retractable mast and was installed from late 1942. SD-2 (60 produced) was essentially the production version of SD-a and had provision for IFF. It was also installed from late 1942 onwards.
-SD-3 was a version made for small craft, although some were modified back into submarine-compatible sets. SD-4 (104 produced) was an attempt to cure the problems of SD by using a linear dipole array. It was delivered between July 1943 and July 1944. SD-5 (86 produced) was completed in December 1944 and increased the power 130 kilowatts. It had a range scale of 80nm, but Norman Friedman believes this to be an "overoptimistic" belief in its max range potential.
What this all means is that, in determining when SD radar was installed on a particular boat, the following rules will apply:
-Any SD radar set installed before June 1942 will be considered to be SD radar.
-Any SD radar set installed in June 1942 and onwards will be considered to be SD-2 radar (what is called in stock SH4 "Improved SD Radar." Although SD-2 did not appear before the fall of 1942, it had in effect the same range characteristics as SD-a.

Adjusted torpedo reload times for all American submarines to a fastest time of approximately 5 minutes (except for the Porpoise class bow torpedo room, which is set at approximately 7.5 minutes). The Porpoise class bow torpedo room was known for being too cramped, making torpedo reloading and maintenance cumbersome.
Work continues on the patch at this point. It is hoped that it will be released "soon." ;)

RFB Team 02-14-10 06:12 AM

Oh, and this one's for Bubblehead: :D

http://img.photobucket.com/albums/v2...030653_808.jpg

Bilge_Rat 02-14-10 09:29 AM

I am sure I am doing something wrong, but I have installed RFB 2.0 and separately the RFB 2.0 patch, both through JSGME, but I still get no map updates on the NAV map even though it is enabled as a game option.

secondly, is there a way to re-enable the ATTACK map to work as per the stock game, with the black and white solution/sound contact lines?

great work by the RFB team, but I would like to keep the stock above mentioned aspects on my SH4 instal.

thanks for any help.

p.s.- never ye mind, problem solved, I had not installed the wee mod properly.

Bubblehead1980 02-14-10 03:29 PM

You moved the ladder, very nice work.

The patch looks good from what you listed.Only thing that concerns me is having all the fleetboats only able to make 18 knots.

Gato, Balao and Tench could make 20 knots easy and if needed ememrgency, could operate past the rec limits and make 22 or 23 knots periods of time, read about it in O Kanes book I believe.

Porpoise, Salmon, Sargo, 18 sounds about right.

So possible youll keep it at 20knts for the Gato, Balao and Tench? Dont think many of us would care for only being able to make 18 knots in a new Balao or Tench.

LukeFF 02-14-10 08:43 PM

Quote:

Originally Posted by Bubblehead1980 (Post 1267919)
The patch looks good from what you listed.Only thing that concerns me is having all the fleetboats only able to make 18 knots.

You're just reading the readme info a bit wrong. What I mean by "Fleet subs: 6, 12, 15, 18, max speed for class" is that the max speed for each class is slightly different, depending on what class of fleet sub is being played. In other words:

Ahead 1/3: 6 knots
Ahead 2/3: 12 knots
Ahead Standard: 15 knots
Ahead Full: 18 knots
Ahead Flank: max speed for class.

I know, it wasn't the best wording on my part. :D

Bubblehead1980 02-15-10 12:58 AM

Ah ok, it happens. :salute:

Metus 02-15-10 07:00 AM

I have the same "problem" as Nephandus concerning the weather. :hmmm:

Bilge_Rat 02-15-10 01:07 PM

Maybe I am missing something, but what is the crush depth of the various fleet subs in RFB? I did not see anything in the RFB manual.

In a "Gato" class boat, for example, there is a red line at 300 feet and when I exceed it, a little icon pops up that I am exceeding crush depth. I presume I can go deeper, but what is a safe rule of thumb without running undue risk, say 100 feet more?


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