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

MDV_4life 11-13-08 04:09 PM

Quote:

Originally Posted by <Jason>
thanks for the info guys.

1) i do open the doors :p

2) ill try the funnel for the mogami.

3) i am using the training mission so its always the same speed and distance time after time.

thanks again :up:

It's only a matter of time. I'm sure that in a month or waaaaay less you will not even have to think what you have to do next :up:

In the recognition manual is the point where you have to lower you stadiometer pointed with a red stripe, isn't it?

Just indenify the ship correctly, what ain't gonna be a problem in the training and look at the 'mast' heights and do your thing.

Make sure your AOB and specially speed is correct and update your range one last time before shooting to make sure.

And let's give me a hint. Don't try the automatic shooting.
You will give up on the game just because it's just not fun anymore when hitting a target ( wich should give a :D feeling )

Remember that even we didn't know how to hit a thing when we started. Don't give up and experiment with some mods so you'll love the game it's full 100%. But for now, practice.

Good luck ! ;)

AVGWarhawk 11-13-08 05:43 PM

Quote:

Originally Posted by MDV_4life
Quote:

Originally Posted by <Jason>
thanks for the info guys.

1) i do open the doors :p

2) ill try the funnel for the mogami.

3) i am using the training mission so its always the same speed and distance time after time.

thanks again :up:

It's only a matter of time. I'm sure that in a month or waaaaay less you will not even have to think what you have to do next :up:

In the recognition manual is the point where you have to lower you stadiometer pointed with a red stripe, isn't it?

Just indenify the ship correctly, what ain't gonna be a problem in the training and look at the 'mast' heights and do your thing.

Make sure your AOB and specially speed is correct and update your range one last time before shooting to make sure.

And let's give me a hint. Don't try the automatic shooting.
You will give up on the game just because it's just not fun anymore when hitting a target ( wich should give a :D feeling )

Remember that even we didn't know how to hit a thing when we started. Don't give up and experiment with some mods so you'll love the game it's full 100%. But for now, practice.

Good luck ! ;)

MDV is right on this. Go for the manual solution. Once you figure it out, it is very satisfying to get your kill. The biggest thing is identifying the ship correctly. Make at least 3 good observations and update you TDC with every observation. Get within 1500 yards before you let the torps go.

<Jason> 11-13-08 06:06 PM

i am on manual targeting. before downloading real fleet boat, i could sink em' with no problem.

i will keep trying and ill check the recog manual and look for the red line. that might be the problem.

thanks chaps! :up:

Gorshkov 11-13-08 06:33 PM

I play now SH4 with RFB 1.52 and RSRD mods. In the first German training mission on IXD2 U-boat I have observed strange issue. My U-boat was detected being submerged by enemy merchant which started to shot at me with deck gun! I must add I was closing to her submerged at periscope depth all the time for several kilometeres.

So how she could detect me visually???

LukeFF 11-13-08 06:51 PM

Quote:

Originally Posted by Bosje
cant find anything said about this at first glance, so I thought you might want to know about this: (although it's obviously priority number 20039447 on the list)

missing textures and upside down/reverse gauges and switches in the gato control room

(several dials and switches on the starboard side: mbt gauges and a switch to the front side. also, when you walk around the steering wheel there is a ladder up to a hatch, where a repair crew guy stands when active. if you look from that position back into the control room, the wall is missing. Weird as the wall is there just fine when you look at it from the starting position in the control room.)

anyway, just in case anyone cares. (never noticed this before, could even be a stock issue. i dunno. I just noticed it when i took a tour through my boat during some test dives.

They are stock issues. It might be possible to fix the reversed gauges, though it likely will take a lot of work.

LukeFF 11-13-08 06:56 PM

Quote:

Originally Posted by Bosje
On an interesting side note, I have found that the best way to prevent duds is by hitting the ship's hull at an angle between 50 and 60 degrees, with the torpedo set for magnetic/impact. All my beautiful 80-90 degree impact shots failed to detonate. Isn't that weird? (february 1943) I thought the chances of duds were supposed to increase on smaller angles? I know about the firing pins getting bent on right angles but I thought that was for German torpedoes, maybe I have my stats the wrong way round.

The German torpedo duds had the opposite problem of the American ones: any hit at less than a 20-degree angle was almost certain to be a dud. The Mark 14, on the other hand, was almost always a dud with a hit at or near 90 degrees. (In 1943, the USS Tinosa fired something like 10 torpedoes at a stationary tanker, at a near 90-degree angle, and all were observed to be duds. A short time later, Lockwood's test of dropping torpedoes at a 90-degree angle from a height of 100 feet resulted in every one of them being duds). The original contact firing pin fitted to the Mark 14 was simply a very bad design.

Bosje 11-13-08 07:09 PM

ah right, that was it :)

ok, only 60 degree shots from now on, cheers :)

399nkov 11-14-08 05:42 AM

Don't give on the 90 degree shot completely. Things get better as you move along in your career, 1944.

MDV_4life 11-14-08 07:04 AM

Quote:

Originally Posted by <Jason>
i am on manual targeting. before downloading real fleet boat, i could sink em' with no problem.

i will keep trying and ill check the recog manual and look for the red line. that might be the problem.

thanks chaps! :up:

I have to notice that you will see that red line when you activate RFB.
And if you find the plotting map is to hard ( because it changes with RFB ) then search for the EZ Plot V1.0, but it's your choice.

I downloaded RFB 1.52 yesterdag and i noticed that i couldn't walk around in my sub anymore. (F2) But i can on the conning tower. Is this a bug or is it a change with this version?



Questin apart from RFB;

Whenever i try to play the sub XVIII , my game crashes to desktop.
I think this issue can be caused by UBM mission pack or Z_Enable XVIII In carreer start mod.

I don't want to disable them because if i have to reinstall them i have a bunch of others to be re-activated :shifty:

Bosje 11-14-08 09:12 AM

huh? i find that the red lines are gone from the recognition manual in RFB 1.52 and the walking around is actually better than i ever saw it

prolly got some files screwed up there

AVGWarhawk 11-14-08 09:34 AM

Quote:

Originally Posted by Bosje
huh? i find that the red lines are gone from the recognition manual in RFB 1.52 and the walking around is actually better than i ever saw it

prolly got some files screwed up there

The red lines are in fact gone. Three easy points of reference, stack, flight deck or mast is all that is needed to be remember.

MDV_4life 11-14-08 09:57 AM

Quote:

Originally Posted by AVGWarhawk
Quote:

Originally Posted by Bosje
huh? i find that the red lines are gone from the recognition manual in RFB 1.52 and the walking around is actually better than i ever saw it

prolly got some files screwed up there

The red lines are in fact gone. Three easy points of reference, stack, flight deck or mast is all that is needed to be remember.

So it's back like the stock game?? The reference points is the heighist point of the ship??

And I got a new problem.
Maybe it's caused by RFB but i'm not sure.

I have this mod that gives you the option to start a new campaign with the XVIII sub type. It works but all the crew is lazy !! :o
http://i309.photobucket.com/albums/k...TLESTATION.jpg
Look at the green bar that repressents activity in a compartement. They are empty. They only begin working when i press the ' all man to battlestation'.

Help please !!:shifty:

AVGWarhawk 11-14-08 10:39 AM

@MDV. Merchants: mast height. Warships: smoke stack and aircraft carriers: flight decks. Same as they used in the ONI manual. Not sure about the German side problem you are having. I have not played the German subs yet.

punkmaster98 11-14-08 10:46 PM

on the american side am i only supossed to have 2 men in the torpedo room? i only have two men for each watch.

Orion2012 11-15-08 02:45 AM

Quote:

Originally Posted by punkmaster98
on the american side am i only supossed to have 2 men in the torpedo room? i only have two men for each watch.

Yes, only two.


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