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

Fish40 01-25-10 07:41 AM

Quote:

Originally Posted by Gato76 (Post 1243576)
It's there a mod similar to RFB for SH3 ?




The closest thing is GWX I would imagine. The latest version is 3.0 if I recall correctly.

Wilcke 01-25-10 11:33 AM

Quote:

Originally Posted by Fish40 (Post 1245400)
The closest thing is GWX I would imagine. The latest version is 3.0 if I recall correctly.

NYGM 3.3 is also excellent and it is stickied at the SH3 Mods section. A definate must have if you plan on running a Super Mod.

John W. Hamm 01-25-10 08:01 PM

LukeFF I know that i am should just expect the "when it's done, its done..." but I just came back after playing several other sacrilegious games over an extended period of time. And I am anxious to start a new campaign using RFB 2.0 but I really want to wait for this next update. (want to have my planes-men back) So can you give me an idea of how long it may be? BTW what happened to the PhM? I really liked that.

That's not my dog 01-26-10 01:02 AM

Issue with installing RFB and RSRDC
 
Evening fellow Captains,

I am running SH4 1.5 with the following MODS:

(In order)
RFB 2.0
RFB 2.0 Patch 1
RSRDC_RFB 575

I followed the install instructions that came with RFB 2.0 and it said to install it first and then RSRDC. I did that and JSGME states that if I enable RSRDC it will overwrite a ton of stuff in RFB 2.0. As an experiment I accepted the overwrite. Now, I get a CTD when I start a campaign. I would be most grateful for some help. Thank you in advance.

BadKarma1001 01-26-10 03:08 AM

Quote:

Originally Posted by That's not my dog (Post 1246261)
Evening fellow Captains,

I am running SH4 1.5 with the following MODS:

(In order)
RFB 2.0
RFB 2.0 Patch 1
RSRDC_RFB 575

I followed the install instructions that came with RFB 2.0 and it said to install it first and then RSRDC. I did that and JSGME states that if I enable RSRDC it will overwrite a ton of stuff in RFB 2.0. As an experiment I accepted the overwrite. Now, I get a CTD when I start a campaign. I would be most grateful for some help. Thank you in advance.

There is a patch for RSRDC.
Main RSRDC thread here
Download here

That's not my dog 01-26-10 12:52 PM

My bad
 
I neglected to add that I had the patch running in my first post. My apologies. I am working with lurker hlb_3 on another forum to see if he can help me. Stay tuned....

caspofungin 01-26-10 06:27 PM

first, gratitude to lukeff and the entire rfb team for an outstanding mod. w/ sh5 looking like it's going to be somewhat limited, i'm sure there'll be a lot of interest in keeping sh4 rolling along... can't wait for the next iteration.

i wanted to ask -- which file contains the parameters for how dense fog is? just seems to be a bit overdone for my tastes in 2.0 -- good visibilty has a significant variability. thx.

MH 01-27-10 11:56 AM

Quote:

Originally Posted by caspofungin (Post 1247385)
first, gratitude to lukeff and the entire rfb team for an outstanding mod. w/ sh5 looking like it's going to be somewhat limited, i'm sure there'll be a lot of interest in keeping sh4 rolling along... can't wait for the next iteration.

i wanted to ask -- which file contains the parameters for how dense fog is? just seems to be a bit overdone for my tastes in 2.0 -- good visibilty has a significant variability. thx.

I dont know what variable is that but i used scene.dat file from OMEGU mod and it works much better now.
I still have fog but its bit less dance and i can lock on targets to get measurements at distances that match visibility.

LukeFF 01-27-10 02:47 PM

Quote:

Originally Posted by John W. Hamm (Post 1246093)
LukeFF I know that i am should just expect the "when it's done, its done..." but I just came back after playing several other sacrilegious games over an extended period of time. And I am anxious to start a new campaign using RFB 2.0 but I really want to wait for this next update. (want to have my planes-men back) So can you give me an idea of how long it may be? BTW what happened to the PhM? I really liked that.

It should be released within the next week or two. I'm finishing up a new feature that will go into the patch, and then after that it's a matter of testing it all to make sure nothing is broken.

I removed the PhM and the other so-called "non-combat" POs, because I just wasn't satisfied with how they mesh into the rest of the game.

seaplate hitman 01-27-10 08:22 PM

Dear sir how to add Ship ID button in the tool bar?

Jten 01-27-10 09:44 PM

I know what you mean but I would use a term other than 'non-Combat' , considering everyone in the boat suffers the same threats whether you are shoving a torp in a tube or flipping a pancake in the galley.

I actually thought the Phm was the better 'mesher' of the supporting cast. I must tell you, however, that I'm still simulating them. I stick 3 extras in the damage control slots before I sail. Cook, Yoeman and (now) a Phm wannabe with no skill.

I got strafed once and lost lookouts. The gang of three had to pull double duty and I was glad I had them.

Of course, what the crew management system needs is a required crew rotation between patrols, so many have to go and you get new faces.

Any way of adding the CO into a crew slot? Could add a slight RPG aspect into the game.

John W. Hamm 01-27-10 10:07 PM

Quote:

Originally Posted by LukeFF (Post 1248530)
It should be released within the next week or two. I'm finishing up a new feature that will go into the patch, and then after that it's a matter of testing it all to make sure nothing is broken.

I removed the PhM and the other so-called "non-combat" POs, because I just wasn't satisfied with how they mesh into the rest of the game.


Okie Dokie man I appreciate all your hard work, and i shall eagerly await this next installment.!!!!

Bubblehead1980 01-28-10 12:14 PM

get a chance to fix the radar?

SteveG75 01-30-10 01:21 PM

Quote:

Originally Posted by MH (Post 1244799)
THX FOR THE GREAT MOD.
I just did my first patrol in RF2 and had a problem with some kind of strange haze(purple haze?).I could not lock on ships till almost running them over.
Could spot their shadow from about 800 meter and lock on them from about 400-300.Destroyer passed me by 100 meters and did not see my boat (deck awash)
Weather report said it was clear and good visibility-no clouds rain and big moon.
It was first mission at the beginning of the war- north of Luzon.

Quote:

Originally Posted by MH (Post 1248250)
I dont know what variable is that but i used scene.dat file from OMEGU mod and it works much better now.
I still have fog but its bit less dance and i can lock on targets to get measurements at distances that match visibility.

Same problem here. Good visibilty is definitely not good. Where do I find this OMEGU mod so I can swap the scene.dat file? Edit: Found it.

Additional problem. GATO class sub circa May 1942. 20mm AA gun view point is outside conning tower when trying to point to sides of boat.

Edit: Found the solution to the AA camera view clipping.
http://www.subsim.com/radioroom/show...os#post1110674
Quote:

The camera on the 20mm and 20mm double is too far back and it comes out of the tub on the Early war Gato tower. I am not sure exactly which tower it was, but the sides were not cut down.
So when he uses the AA all he can see when he turns the gun is the outside of the tower. I looked at it and by changing the EditObjPos from -0.079 to -0.069 it worked fine. Just wanted to save you some time and explain what his problem was. I did not look at the other AA guns or other subs, only the one he asked me about.
Can we get that fixed in the next patch?

SgtSabre 02-03-10 07:36 AM

No news on the radar and sonar lag issues? I'll have to go back to the previous version of RFB because the lag at these two stations makes the game unplayable.


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