SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [REL] RFB/Real Fleet Boat for 1.5 (https://www.subsim.com/radioroom/showthread.php?t=125529)

CapnScurvy 01-04-09 08:31 AM

Target "lock" problem
 
I know there has been a lot of posts lately regarding the auto targeting losing the "lock" on targets at long distances (over 1000 yards) and I thought I'd put my two cents worth in. I'm finding this problem while using the stock game!!

Yes, that's right. I just had the problem occur during a test patrol. It was my first encounter with a target on a new campaign from Pearl, Dec 1941. The seas were rough, but at periscope depth I could not keep the target on lock until it came very close. I should point out my campaign settings (at the intro screen where you type your name) was set to "very hard", but back at the Captain's Office I had set all the options for game play to zero realism, giving me auto targeting.

As I said, the seas were rough. On hind sight I may have done better if the sub had been raised out of the water a bit (deck's awash), but it creates the thought that RFB may not be entirely at fault for this noticeable problem. On my next encounter the "lock" seemed to work fine, with a calmer sea state.

I bring this information to the table because so many times there can be inaccurate conclusions drawn about a problem when there may be little we can do about it. The point is the loss of target lock may be inherent to the game itself not to the mod your using.

As a work around (besides using the deck's awash principle; just a couple of feet may make the difference), try to "trun on" the Position Keeper when you do have a "lock" on target. Pointing the scopes verticle center line somewhere on the target and pressing the lock key will snap the scope to the center of the target. Press the grey lower right hand button on the PK, it will turn red when on. You should see the PK dials quickly move to the correct positions for your sub and the targets. If your on auto targeting, lower your scope and go take a powder. The PK will keep track of the target. You won't have to check it again unless the target (or you) makes a course change. When the lower sub dial has the arrow almost front and center; and the top dial shows the target at a 90 degree angle to the sub. Your ready to make boom.

Although it's wise to recheck the target with the scope ever so often, even on auto targeting. If the target has made a course change turn off the PK, position the scopes verticle line on the target again, relock, then turn the PK back on. The new settings will snap to on the PK and your all the more closer to firing.

Wilcke 01-04-09 01:45 PM

Well put Captain! Yes the lock can be an issue. I have found that in my game play as my tactics evolved and refined especially with O'Kane and Cromwell attacks that the need to "lock" is pretty much moot.

If you become a PK expert, of which I am not and is my next challenge; one as the Captain states will make you very aware of the situation and position and will go a long way in giving you that warm feeling in your tummy.

I think that the lock comes into play in those more random situation where one happens to run into a single merchant in the gloom and you have to setup fast for a quick shot.

Remember, these guys kept the scope up a max of 7 seconds and boom down went the scope. Even though you are doing this a lone, you can collect the data in 7 seconds pause the game and do your charting whether on paper, Whiz Wheel, Is Was or MoBo, develop the firing solution and see if its even worthwhile to take the shot or make an approach.

Nine times out of ten you are bound to be out of position, bad firing solution, or just taking to big a risk. Not every ship you spot is going end up in your log book as sunk. Many will go by and they are just not worth the risk. I know its tough to not attack and/or sink something. If you really need to destroy something there is always COD4 to get it out of your system.

Man I drone on....sorry guys.

Paul Roberts 01-05-09 09:12 AM

Here's a quick question for the RFB experts. I asked this already over at the OM thread, but I wanted a second opinion from this side.

I see that Operation Monsun can be installed over RFB & RSRD, and the readme information implies that they are compatible. However, OM does overwrite some files from RFB/RSRD in the process, so I'm wondering if OM "breaks" anything in these mods as it installs.

In other words, is it possible to jump freely back and forth between German and US campaigns with OM installed on top of RFB/RSRD? Will nothing on the US-side be broken?

Thanks!

cgjimeneza 01-05-09 09:54 AM

diff install
 
I recomend to have a separate install for Op Monsun, you can add all the goodies and not go enabling/disabling to play

it will be less than 5 gigas and thats almost nothing considering the size of current Hard Drives, me personally I have:

TMO+RSRD
RFB+RSTD
TMO for our pacific thunder campaing playing
OpMonsun
and:
sh4 v1.4 clean
sh4 v1.5 clean
for restoring.

I suggest you look up multish4 for explanation on multiple installs.

Quote:

Originally Posted by Paul Roberts
Here's a quick question for the RFB experts. I asked this already over at the OM thread, but I wanted a second opinion from this side.

I see that Operation Monsun can be installed over RFB & RSRD, and the readme information implies that they are compatible. However, OM does overwrite some files from RFB/RSRD in the process, so I'm wondering if OM "breaks" anything in these mods as it installs.

In other words, is it possible to jump freely back and forth between German and US campaigns with OM installed on top of RFB/RSRD? Will nothing on the US-side be broken?

Thanks!


JackMaga 01-06-09 12:02 PM

Hi all!

I've been playing a career starting with an S boat in Brisbane in '42: everything's well, after the third patrol I've been offered a new command which I accepted but... my old crew got transferred wiht me so now I've got an S-class crew for a fleet boat, which is of course insufficient... just three comminssioned officers, not enough petty officers and so on.
Even if I recruit all the sailors and officers presentiat the base I can't complete my complement! In particular there aren't enough commissioned officers: it fells wrong to sail a fleet boat with just a Lt jg. and four Ensigns!:damn:

I don't remember this happening with the earlier versions of RFB, so is it a bug? Is it intended?
Does some sort of workaround exists?:hmm:

bertle 01-06-09 05:56 PM

I can't seem to get this mod to activate

I activate it in JSGME but nothing has changed when I run the game. Other mods work so I don't know what i've done wrong :(

Orion2012 01-06-09 07:33 PM

Quote:

Originally Posted by bertle
I can't seem to get this mod to activate

I activate it in JSGME but nothing has changed when I run the game. Other mods work so I don't know what i've done wrong :(

You are running version 1.5 of SH4 correct?

Husksubsky 01-06-09 08:49 PM

range with rec. manual
 
Ive read RFB manual but still hit problems.Is it Always highest funnel on warships xpt carriers?:-? ..I see some numbers in rec manual that make me wonder since ships "similar" seem to have vastly different base height .And(from stock I guess)some ships are completely similar in book but differ in data like Hatsuharu Shigure class DD and Hatsuharu class DD.
Heres a good example that make me unsure:Large modern composite frighter has it s mast top at 115 feet..(weight 7168 tons)
compare with Katori class cl with 6300 tons and given a funnel(a small one) height at 116.8 feet.
just make me wonder:hmm:can this really be funnel height? some guessing is good but I feel like I shoot blind sometimes now.a ..any one knows something?:)

Better example with two similar pics:Minekaze destroyer with height 33.5 ft vs Momi destroyer (with less weight) height 68.9 feet..would think it was the mast height of the Momi..

Husksubsky 01-06-09 08:56 PM

Quote:

Originally Posted by bertle
I can't seem to get this mod to activate

I activate it in JSGME but nothing has changed when I run the game. Other mods work so I don't know what i've done wrong :(

you havent just made an extra folder in the mod folder or something similar?
I did once:oops: ..didn t extract directly and messed up

CapnScurvy 01-06-09 09:57 PM

I have created a quick fix for the target "lock" issue that has been with RFB 1.52. The thread with the download link is here. As a completed new patch is forthcoming this fix will be included. For now enjoy.

LukeFF 01-07-09 03:36 AM

Quote:

Originally Posted by JackMaga
I've been playing a career starting with an S boat in Brisbane in '42: everything's well, after the third patrol I've been offered a new command which I accepted but... my old crew got transferred wiht me so now I've got an S-class crew for a fleet boat, which is of course insufficient... just three comminssioned officers, not enough petty officers and so on.
Even if I recruit all the sailors and officers presentiat the base I can't complete my complement! In particular there aren't enough commissioned officers: it fells wrong to sail a fleet boat with just a Lt jg. and four Ensigns!:damn:

I don't remember this happening with the earlier versions of RFB, so is it a bug? Is it intended?
Does some sort of workaround exists?:hmm:

It's a flaw with the way the game is coded and makes itself most present when upgrading from an S boat to a fleet boat. Basically all you can do is add all the crewmen you can, save the game, reload, and then add more crewmen to the boat. It's bloody tedious, and you'll have to do this a couple of times, but it's about the easiest solution out there at the moment.

LukeFF 01-07-09 03:40 AM

Quote:

Originally Posted by Husksubsky
Ive read RFB manual but still hit problems.Is it Always highest funnel on warships xpt carriers?:-? ..I see some numbers in rec manual that make me wonder since ships "similar" seem to have vastly different base height .And(from stock I guess)some ships are completely similar in book but differ in data like Hatsuharu Shigure class DD and Hatsuharu class DD.
Heres a good example that make me unsure:Large modern composite frighter has it s mast top at 115 feet..(weight 7168 tons)
compare with Katori class cl with 6300 tons and given a funnel(a small one) height at 116.8 feet.
just make me wonder:hmm:can this really be funnel height? some guessing is good but I feel like I shoot blind sometimes now.a ..any one knows something?:)

Better example with two similar pics:Minekaze destroyer with height 33.5 ft vs Momi destroyer (with less weight) height 68.9 feet..would think it was the mast height of the Momi..

It sounds like you are running RSRDC, which adds a number of ships to the roster. I've not updated those mast heights yet to be compatible with the stock SH4 ships, but I will make sure it gets done.

CapnScurvy 01-07-09 10:29 AM

Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by Husksubsky
Ive read RFB manual but still hit problems.Is it Always highest funnel on warships xpt carriers?:-? ..I see some numbers in rec manual that make me wonder since ships "similar" seem to have vastly different base height .And(from stock I guess)some ships are completely similar in book but differ in data like Hatsuharu Shigure class DD and Hatsuharu class DD.
Heres a good example that make me unsure:Large modern composite frighter has it s mast top at 115 feet..(weight 7168 tons)
compare with Katori class cl with 6300 tons and given a funnel(a small one) height at 116.8 feet.
just make me wonder:hmm:can this really be funnel height? some guessing is good but I feel like I shoot blind sometimes now.a ..any one knows something?:)

Better example with two similar pics:Minekaze destroyer with height 33.5 ft vs Momi destroyer (with less weight) height 68.9 feet..would think it was the mast height of the Momi..

It sounds like you are running RSRDC, which adds a number of ships to the roster. I've not updated those mast heights yet to be compatible with the stock SH4 ships, but I will make sure it gets done.

Husksubsky (say that three times, fast), you are exactly right with the observation that the Mast Heights are off the mark in RFB 1.52. Intentionally done by LukeFF to make it more "realistic". He didn't bother to tell you that. Hmmmmm


Take a look at this post for those that are interested.

Donner 01-07-09 11:58 AM

Quote:

Originally Posted by CapnScurvy
...you are exactly right with the observation that the Mast Heights are off the mark in RFB 1.52. Intentionally done by LukeFF to make it more "realistic". He didn't bother to tell you that. Hmmmmm

From the RFB 1.52 User's Manual (pages 38 and 39). Please note Distance Measurement Reference Point bullet under 'Bringing it Altogether':

Quote:

Introducing the Fog of War to Ship Targeting

Throughout WWII, the U.S. Navy’s Office of Naval Intelligence (ONI) produced an extensive series of recognition manuals designed to help commanders identify and target enemy shipping. These manuals included a variety of data, including the estimated height of various points on each ship, the ship’s estimated tonnage value, the ship’s draft when fully loaded vs. empty, armor, weapons, etc. Notes were included in these entries to let the commander know how accurate the data was believed to be. For instance, in the 1944 manual on Japanese merchant shipping, each ship entry had an intelligence value from A to C. These ratings were described as follows:
  • A: “Excellent source material has been available and drawing believed to be correct in detail.”
  • B: “Source material limited, some details may be inaccurate.”
  • C: “Source material very limited, profile believed to be generally correct but proportions and details doubtful.”
Bringing it Altogether

Armed with this material from the ONI manuals, extensive changes were made to the way target data is presented to the player in Real Fleet Boat. These changes are detailed below:
  • Distance Measurement Reference Point: the reference point used for each ship uses the exact values extracted from ONI manuals. Depending on the intelligence information surrounding a given ship, this value may or may not be very accurate.
  • Tonnage: again, this value is taken from each respective entry in the ONI manuals. The tonnage values credited to each ship reflect those known to the U.S. Navy at the time each respective manual was distributed to the fleet.
  • Draft: like tonnage values, the draft value of each ship represents the value known to ONI. Where both empty and loaded draft values are presented for a particular ship’s entry, the latter value is used, since Silent Hunter 4 treats each ship as sailing fully loaded. It is important to note here that these draft values do NOT necessarily reflect the ship’s true in-game draft. With the depth-keeping problems present with both German and American torpedoes, it is thus generally a good idea to not fire one’s torpedoes too deep and thus risk having the torpedo run harmlessly beneath the keel of a ship.
Determining the Correct Distance Measure Reference Point

In order to reduce confusion while remaining true to the data presented in the ONI manuals, the following reference points are used for each class of ship. Note that one can also find this data when moving the mouse cursor over the check box in the recognition manual:
  • Merchant Ships: top of the tallest mast.
  • Aircraft Carriers and Aircraft Transports: flight deck.
  • All Other Warships: top of the tallest funnel.


Husksubsky 01-07-09 12:36 PM

Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by Husksubsky
Ive read RFB manual but still hit problems.Is it Always highest funnel on warships xpt carriers?:-? ..I see some numbers in rec manual that make me wonder since ships "similar" seem to have vastly different base height .And(from stock I guess)some ships are completely similar in book but differ in data like Hatsuharu Shigure class DD and Hatsuharu class DD.
Heres a good example that make me unsure:Large modern composite frighter has it s mast top at 115 feet..(weight 7168 tons)
compare with Katori class cl with 6300 tons and given a funnel(a small one) height at 116.8 feet.
just make me wonder:hmm:can this really be funnel height? some guessing is good but I feel like I shoot blind sometimes now.a ..any one knows something?:)

Better example with two similar pics:Minekaze destroyer with height 33.5 ft vs Momi destroyer (with less weight) height 68.9 feet..would think it was the mast height of the Momi..

It sounds like you are running RSRDC, which adds a number of ships to the roster. I've not updated those mast heights yet to be compatible with the stock SH4 ships, but I will make sure it gets done.

Thanks for quick help Luke.Right on spot there:up: .Yes I run RSRD ( should have told) with RFB.No other Mods.Now that I know it s easier to relate to the problem.
I m trying the new trigger Maru now, so I cant check, but is it the case that these added ships have a more whiteish color in the book?
anyway I will go back to RFB cause of my preference of gameplay and will look then.
Thanks to you Donner and Scurvy too..:) .Yes I ve read the manual, but wondered if those vast differences I noticed really was intentional (my example)and now it got cleared by luke.hehe I googled navy intelligence to see some pics;) .
would be easy if those who still used mastheight instead of funnel as ref said so instead of baseheight in the book. Would think that s an easy fix:hmm: , but I m no modder hehe.
Thomas
(my real name..easier to say three times fast)

Paul Roberts 01-07-09 12:38 PM

Quote:

Originally Posted by cgjimeneza
I recomend to have a separate install for Op Monsun, you can add all the goodies and not go enabling/disabling to play

it will be less than 5 gigas and thats almost nothing considering the size of current Hard Drives, me personally I have:

TMO+RSRD
RFB+RSTD
TMO for our pacific thunder campaing playing
OpMonsun
and:
sh4 v1.4 clean
sh4 v1.5 clean
for restoring.

I suggest you look up multish4 for explanation on multiple installs.

Thanks for detailed response!

But if, say, I just wanted one RFB/RSRD/OM installation, *would* it be possible to play both US and German campaigns without something on the US side being broken?

Husksubsky 01-07-09 12:47 PM

fix
 
Quote:

Originally Posted by CapnScurvy
I have created a quick fix for the target "lock" issue that has been with RFB 1.52. The thread with the download link is here. As a completed new patch is forthcoming this fix will be included. For now enjoy.

Thanks for the fix Scurvy, I ll try tonight.I t was a weird one ..binos maintained lock but never scope..I managed without lock with practice, but I like the lock:)
did you have to compromise with any RFB goodies to make it work?:hmm:
Regards
it s not easy to say capnscurvy three times fast either:smug:

Husksubsky 01-07-09 12:53 PM

I m a nab(wowlanguage for noob)
 
Quote:

Originally Posted by Paul Roberts
Quote:

Originally Posted by cgjimeneza
I recomend to have a separate install for Op Monsun, you can add all the goodies and not go enabling/disabling to play

it will be less than 5 gigas and thats almost nothing considering the size of current Hard Drives, me personally I have:

TMO+RSRD
RFB+RSTD
TMO for our pacific thunder campaing playing
OpMonsun
and:
sh4 v1.4 clean
sh4 v1.5 clean
for restoring.

I suggest you look up multish4 for explanation on multiple installs.


Thanks for detailed response!

But if, say, I just wanted one RFB/RSRD/OM installation, *would* it be possible to play both US and German campaigns without something on the US side being broken?

so theres a thread for multiinstalls :hmm: I just tried without reading and couldn t even start installing lol

Husksubsky 01-07-09 01:16 PM

Quote:

Originally Posted by CapnScurvy
Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by Husksubsky
Ive read RFB manual but still hit problems.Is it Always highest funnel on warships xpt carriers?:-? ..I see some numbers in rec manual that make me wonder since ships "similar" seem to have vastly different base height .And(from stock I guess)some ships are completely similar in book but differ in data like Hatsuharu Shigure class DD and Hatsuharu class DD.
Heres a good example that make me unsure:Large modern composite frighter has it s mast top at 115 feet..(weight 7168 tons)
compare with Katori class cl with 6300 tons and given a funnel(a small one) height at 116.8 feet.
just make me wonder:hmm:can this really be funnel height? some guessing is good but I feel like I shoot blind sometimes now.a ..any one knows something?:)

Better example with two similar pics:Minekaze destroyer with height 33.5 ft vs Momi destroyer (with less weight) height 68.9 feet..would think it was the mast height of the Momi..

It sounds like you are running RSRDC, which adds a number of ships to the roster. I've not updated those mast heights yet to be compatible with the stock SH4 ships, but I will make sure it gets done.

Husksubsky (say that three times, fast), you are exactly right with the observation that the Mast Heights are off the mark in RFB 1.52. Intentionally done by LukeFF to make it more "realistic". He didn't bother to tell you that. Hmmmmm


Take a look at this post for those that are interested.

Interessting post scurvey thx:).I like the heights to be accurate since I have enough faults just cause of other things.specially far away when I don t use the pinger and graphics **** up some etc etc.anyways those vast differences I noticed was cause of added ships from rsrd if I understood luke correct.
small other thingy..how dangerous is it to ping with ijn around? can I ping a merchant and ijn wont hear it if he s in another direction? know ping is dangerous but not how dangerous.My RL u boat brother said ppl in the toilet of a merchant would hear the ping....
I can t talk for other than myself, but I definatly want correct data.
but to avoid misunderstanding if I sound whining ..I bow my head deeply in grattitude for all the time the Modders spend to make the game nice for us who just play:rock:
Regards
Husksubsky Huskubsy scubsuvsky (damn it s hard)

CapnScurvy 01-07-09 01:19 PM

Quote:

Originally Posted by Husksubsky
Quote:

Originally Posted by CapnScurvy
I have created a quick fix for the target "lock" issue that has been with RFB 1.52. The thread with the download link is here. As a completed new patch is forthcoming this fix will be included. For now enjoy.

did you have to compromise with any RFB goodies to make it work?:hmm:

No, I didn't. There was a file missing two parameters that needed to be added (well one needed to be changed). I know there may be some changes in an upcoming patch that should have my two cents worth added. But for now, the only difference is having the Lock feature work again.


All times are GMT -5. The time now is 01:05 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.