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

LukeFF 11-04-08 07:00 PM

Quote:

Originally Posted by Kruger
The very best example that this damage model is not necessarily realistic, is the fact that you always have to hit 5-6 different compartments for a large freighter in order to sink it. Check some historical data and see if this is the real number of torpedo hits.

Secondly, in this new damage model if you hit again in the same spot, you gain nothing. Again, not like in reality, where if you hit the same spot, it's most likely that you will cause fatal structural damage.

As you state later on in the thread, it's because of the ship's large compartmentalization. You cannot expect to sink a large freighter like the Large Old Freighter by flooding just one or two compartments.

Check the manual again in regards to damage incurred with two torpedoes hit in the same spot.

Quote:

All military vessels take major damage, so they will be very close to stock in sinking. I played the shooting gallery mission and experimented with all the japanese ships. Basically, it takes 1 hit in the machinery room, or 2-3 hits dospersed, in order to sink a japanese light cruiser.

A DD is blown to pieces, and sinks in about 1 minute if you hit it in the machinery room.
Again, read the manual. We have not touched the warships yet.

Quote:

But, on the other hand, regarding the merchant fleet, the more powerful torpedoes do not seem to have major effect. Maybe this is due to the extensove compartimentation of these ships.
The more powerful torpedoes have a perfectly normal effect. You, like others here, are likely not spreading out your shots correctly. And yes, the compartmentalization of the ships does play a part.

LukeFF 11-04-08 07:00 PM

Quote:

Originally Posted by gumidekcz
Please, need advice.
I have instaled SH4 with 1.4 patch and than thru jsgme RFB 1.52
But it dont work, I think I need 1.5 patch intaled before RFB 1.52.
Where I can found it? or what is the sequence of instalation?

Read the first post in this thread again.

LukeFF 11-04-08 07:09 PM

Quote:

Originally Posted by Sardaukar67
I like the mod, but it was bit annoying to have Large Old Split freighter (or what the name was, c.8000 t) to speed away after 4 torpedo hits. It finally sunk after 3 more torpedo hits and 40 rounds from 3" gun (most I managed to place waterline)...something like 4 hours later.

I know that's a big ship...but 7 torpedos and 40 rounds from 3" gun feels for me bit excessive. That was my first patrol in Dec 41...so considering all duds and misses, I spent whole torpedo load of USS Gar to one ship.

I can sink this ship with 3 torpedoes properly targeted, every time (just did it on my last patrol, in fact). Set up a test mission with the ship sitting stationary. Go to external view and see where the compartments are located. Now, using auto-targeting, place 3 torpedoes in the three locations that will cause the most damage (hint: they're the masts and the funnel area). This is the methodology we used to make sure all was working right with this mod.

And again, like Observer writes above, we put a LOT of effort into getting this right. Upping the power of the torpedoes in order to try to get the ships to sink faster is nothing but a crutch. If we felt the torpedoes needed an adjustment in power we would have done this, but it flat out isn't necessary. THINK about where you want to place your torpedoes before pressing the firing button. Yes, we concur there is an issue with ships continuing to steam on after taking damage to the engine spaces, but as I wrote above, we are looking into adjusting this. However, in the meanwhile, you shouldn't have any problems sinking the majority of the merchant ships with some prudent targeting.

Rockin Robbins 11-04-08 07:46 PM

You know, Luke, these guys are almost as frustrated as real submariners! Real Fleet Boat is genius!:up::up::up::up::up::up::up::up::up::up::up :

Monica Lewinsky 11-04-08 07:56 PM

Quote:

Originally Posted by Rockin Robbins
Real Fleet Boat is genius!

I love IT- Great job, guys. Keep up the great work, it has given me TONS of hours of the real thing in a short period of time.

Can not seem to come with the right words of thanking you.

Just want to say THANKS to your team and have not one word of "you should of done this" - BS.


I am LOVING it.

Kisses. Kiss-Kiss-kiss.

I know you guys worked hard on this and just wanted to say:
Playing your MOD ... well, how can we thank you?

It's GREAT !!! and I am putting some [not all] on the BOTTOM of the ocean.

Thanks to the RFB Team.

cgjimeneza 11-04-08 08:54 PM

the super ship effect
 
Quote:

Originally Posted by Rockin Robbins
You know, Luke, these guys are almost as frustrated as real submariners! Real Fleet Boat is genius!:up::up::up::up::up::up::up::up::up::up::up :

I concur Rockin Robbins... its extremely frustrating yet fun in the same time.... call me a masochist maybe????

:damn: :damn: :damn: :damn:

and Lurker has used the same damage model in V500 of Op Monsun.... so once more
:damn: :damn: :damn: :damn:

aint submarining great?

Te Kaha 11-05-08 12:32 AM

Regarding the gun and the damage model of RFB 1.52 and the discussions about it, let me tell you something about RFB 1.51, which I am still using (I want to complete my war career before switching to RFB 1.52).

Here, 99% of the time, it is 1 torpedo per merchant. The ships always slow down after a torpedo hit. It takes about 8 to 10 hits with the deck gun to sink a junk. I sink betwenn 10 to 15 enemy ships per patrol.

I am not advertising RFB 1.51, but it is clear it behaves differently.

So why don't the folks who dislike the new damage model/deck gun/whatever simply switch back to RFB 1.51? When the direction RFB is going, towards more realism and less shot-em-up-gallery-style, doesn't suit one, switch to another mod or another version, it's as simple as that.

I myself am looking forward using RFB 1.52, sure it maybe needs some tweaking, but hey what doesn't.

LukeFF 11-05-08 01:22 AM

Glad you like it, ML!

To everyone:

We have a patch now in testing that addresses some issues with the mod, namely submarine damage and merchant ship damage. Now, when an engine compartment is completely flooded it will result in the loss of propulsion for that particular engine.

LukeFF 11-05-08 01:25 AM

New Download Locations
 
We have added a new download location for RFB, thanks to the great guys at Beyond the Shadows. :up: See the first post for the new links.

ancient46 11-05-08 01:26 AM

I am having trouble sinking ships too.
 
But I am getting better at placing my shots as Luke has advised us. If I could shoot better maybe I would sink more. So I guess the RFB team has forced me to practice getting my targeting right for each ship, teaching the old dog some new tricks. I installed this Mod because I wanted an even better experience, so whatever I need to do I will just have to learn how to do it. Someday I WILL beat Observer's "diabolical":D Ship Damage Model and send those ships hurtling to the bottom. Thanks to Luke for his hints, I managed to quickly sink a Large Old Split Freighter with torpedoes under each mast and one under the funnel.

I wonder if the manual should have had a generic example of Observer's ship models as a starting point for people like me who are not up to speed on compartment layouts.

As far as the engine room discussion goes. I served on a Fletcher class Destroyer and was aboard a lot of other ships during my time at sea. You could damage the boiler room and knock out a boiler but I can not see how a single hit could damage all the boilers at once. The propulsion equipment is placed near the top of the engine room which would also be hard to kill both engine systems on one shot or even multiple shots. Once the crew deals with the fires, the ship slowed by flooding should begin to speed up and escape. Will this ship sink with the hits you alread gave her or will she recover and get away? Watch it sink or fire a few more fish to be sure? Maybe this is what the team meant by uncertainty.

LukeFF 11-05-08 01:35 AM

Quote:

Originally Posted by ancient46
I wonder if the manual should have had a generic example of Observer's ship models as a starting point for people like me who are not up to speed on compartment layouts.

There's one in there, showing the German tanker.

Quote:

As far as the engine room discussion goes. I served on a Fletcher class Destroyer and was aboard a lot of other ships during my time at sea. You could damage the boiler room and knock out a boiler but I can not see how a single hit could damage all the boilers at once. The propulsion equipment is placed near the top of the engine room which would also be hard to kill both engine systems on one shot or even multiple shots. Once the crew deals with the fires, the ship slowed by flooding should begin to speed up and escape. Will this ship sink with the hits you alread gave her or will she recover and get away? Watch it sink or fire a few more fish to be sure? Maybe this is what the team meant by uncertainty.
Nice observations there. I like to think of the flooding/damage system in similar terms. A hit to an engine space or cargo hold that doesn't completely flood could in reality be due to a number of factors, such as good damage control, the ship's layout, etc. I'm not a Navy veteran (Army, sorry :D), but I imagine most modern ships have redundancy/backup systems in place in case one fails or is destroyed. With a little bit of reasonable imagination, then, it's not hard to understand why that one torpedo hit didn't put the ship under. :yep:

Sardaukar67 11-05-08 04:31 AM

Quote:

Originally Posted by LukeFF
Glad you like it, ML!

To everyone:

We have a patch now in testing that addresses some issues with the mod, namely submarine damage and merchant ship damage. Now, when an engine compartment is completely flooded it will result in the loss of propulsion for that particular engine.

Very good news !! :up:

Is there anything to be done with losing target lock problem ? Or should I just have to learn to live with it ? :doh: Ships taking lot more effort to sink are ok, especially if it's addressed a bit. :rock:

The General 11-05-08 07:34 AM

Patch
 
As you probably know, I've uninstalled RFB for the time being. I am currently playing 1.5 with PE4 and somebody's Aircraft config overhaul. The problem with the aircraft is a hardcoded one I believe, but you can tweak the config file to minimise the encounters. Does RFB have a air.cfg of it's own built in?

If a patch is in the works and it fixes the problem with the 'Lock', then I'd like to take another look at RFB. Sinking anything is hard enough without that thankyouverymuch! :o

ancient46 11-05-08 04:01 PM

Sinking of the Maine
 
I finished watching the History Channel's show on the real cause of the Maine's sinking and that got me thinking about WW2 ship's coal bunkers. It got me wondering if the coal fire that ignited a magazine on the Maine could happen on a WW2 ship. there would already be a fire and the addition of a torpedo explosion would set the reaction off. It would be a real treat if this were a plausible scenario and the game engine would allow this to be modeled on a rare occasion. After all, an explosion that blasts a huge hole in the ship causing it to sink quickly would be satisfying.

Arclight 11-05-08 04:24 PM

There's already a chance for a "critical" hit. I don't know the actual numbers, but say 5% of engine room hits cause a boiler explosion causing massive damage. I think this percentage represents cases like you described.


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