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)

OlegM 02-06-09 08:48 PM

Quote:

Originally Posted by tater
Well, Almost all small ships sinking with 1 hit is pretty good.

That said, I counted 57 attacks on ships from ~4800-5500 tons which were hit with 1 fish (rough scan), and 50 sank, 7 damaged.

88% sank with 1 torpedo.

For 10k AOs, only 30% sank with 1 hit. 40% sank with 2 hits, and 30% sank with 3 hits. 100% sank with 4+ hits. Plenty of 10-20k AOs steamed haway from 2-3 hits, however, looking at the damaged data (not sunk). One 14k AO was hit with 6, and got away, though claimed sunk.

Well I should say "I rest my case". You basically confirmed what I said in my "rude manner".

I dare you, or anyone, to replicate the above results in RFB 1.52. I will quote them again for clarity:

"I counted 57 attacks on ships from ~4800-5500 tons which were hit with 1 fish (rough scan), and 50 sank, 7 damaged. 88% sank with 1 torpedo" Replicate this in RFB if you can! :haha:

For 10k AOs, only 30% sank with 1 hit. <= "only"? I would not say that 30% is "only" but anyway please replicate this in RFB.

I don't understand that you are bothered by my "rude" manner, and not being bothered by the fact that RFB does not come *even close* to the numerical data YOU provide? And it's NOT just about number of torpedos, it's also about the way ships sink (never capsize), the way they keep going even heavily damaged, and crew manning the guns instead of abandoning ship.

Rude manner? I would call the results of this mod rudely disappointing, so if that means I am being rude so be it.... :arrgh!:

OlegM 02-06-09 08:53 PM

Quote:

Originally Posted by tater
Lusitania is a poor example since she was transporting ammo, right?

So the Germans say but it's not widely accepted. :nope:

Quote:

Originally Posted by tater
Also, 1 example would make a piss-poor basis for a DM. 30k tons sinks with 1 fish, every time. That pretty much means 1-hit kills on, well, everything except large warships, which is entirely counter to reality.

Well Lusitania is a pretty famous example.

And lets not make amateruish logic mistakes - of course I am not saying a ship that big should sink from 1 torp EVERY time, but in RFB 1.52 it will not sink in any way resebling the history even in 100 trial runs. Also, she sunk in 18 minutes! It should happen, not every time, but at least OCCASIONALLY in RFB as well.

tater 02-06-09 09:07 PM

I've sunk several Nippon Maru (10k AO) in testing with 1 torp using RFB. Gotta be close to 30% (wasn't counting).

Almost all ships up to medium (5k tons) I attack sink with 1, and virtually all do with 2, but since I fire spreads, many of the 2-hit sinkings would sink with one, I imagine. The shortest sinking I recorded was around 4 minutes I think (might have been 3-something).

What % of RL sinkings capsized in the PTO?

tater 02-06-09 09:17 PM

BTW, being rude requires another post to itself.

RFB is a MOD. It's made by people, using tools available to anyone reading this thread. Acting like an ass accomplishes exactly nothing. I am not mad, even if I thought the DM still needed tweaking, I'd not whine like a 13 YO girl for daddy to fix the mod for me. I'd set up test missions, and do the stats. If the results greatly varied from reality, I'd post those results in a way that was useful to the modders, and make suggestions.

Given how easy S3D is to use (some DM stuff is also text stuff in Zones.cfg), I'd then experiment with fixing it myself. I'd "join the team" and do something. Testing a few simple mod variations might help the team narrow down a solution to the problem that I demonstrated with data.

Expert that you are in the sinking mechanics of the Japanese Merchant Marine, perhaps you can rezone everything in the game for us, and we can marvel at the perfection of your DM.

The RFB guys (or anyone else here) are not devs. They are not a secret society that doesn't talk about what they do, and you take it or leave it—it's all public, anyone can participate, anyone can fix/alter things.

So if your sole "contribution" is to be talk, at least be civil.

AVGWarhawk 02-06-09 09:24 PM

OlegM,

Let this thread be the RFB mod thread. If you want to discuss statistic, etc. Please feel free to start your own thread in the Regular SH4.

Der Teddy Bar 02-06-09 10:05 PM

OlegM,
Mate, your crude statements based upon your experiences sinking, or not sinking ships in RFB are in conflict with 99% other post on this subject.

So, that would on the surface suggest that you are the exception i.e. special.

I can only presume that your intentions are to spam the RFB thread because you are bored as you have supplied no evidence to support your viral tirade about the excellent ship NYGM Ship Damage mod done by Observer and Luke.

Lets assume that you are the only one who has the 'balls' to speak out and tell it how it is, that there are serious failings on the ship damage mod, maybe you thought that your street cred is enough to have everyone jump into action to correct what must, on your say so, be serious failings on the ship damage mod....

Or you are shy of posting screens shots with detailed information because you are a terrible shot...

Or by posting screen shots with detailed information all would see that you do not have substantial facts to which you have based your, uhm, criticisms on.

Prove us wrong i.e. you can do more than p1ss on someone elses hard work with no evidence to support your claim and for the benefit of the whole community contribute to the open source modding happening at the Silent Hunter modding forums.

Nephandus 02-06-09 10:22 PM

Well.... that type of criticism is a bit over the top IMO as it is not really constructive.

Ok... the ocean might be a bit too blue depending on lighting- and weatherconditions but I think, the modders are working on that... at least I can say it looks really better than the stock environment.

Regarding the framerate.... it might be a wise idea to cut down a bit on anti-aliasing. Usually, 2x is enough as more will blur the picture more than acceptable. My system is now over a year old but is able to run the game in 1280x1024 at 70Hz.

I didn't like the mods to the deck-guns as well... but tell you what... I did mod them myself for personal use taking the historical figures and making them a bit worse than that. And they work really nice (though it is suicide to use them later in the war as most merchants are armed).

Personally I must say, I like the new damage model although it is not yet complete and has some glitches. Before this, all small merchants required 1 torp, all medium took 2 and all large 3... hitting the merchant in the right spot always caused him to explode and break in two halves. Now careful aiming is required. By the way.... an aimed torpedo right under the funnel stops the ship in 90% of all cases. On the last patrol I came across a large tanker who had severe explosions after the second hit causing it to sink in like 5 minutes. That was spectacular.

Actually, small ships now still take one good hit. Mediums 1-2, Large usually 2-4. Since I am playing with duds, I seldom shoot less than 2 Torps on a larger than small target (that message "Torpedo is a dud, sir" usually comes at the most inopportune moments)

The glitch I came across was a medium merchant that I sunk with a deck gun. I started hitting it at 4000 and sunk it at app. 2000. Unfortunately that think broke in two halves causing the "going down" message but the two halves didn't sink (although I modded the guns the mod is strictly swivel- and reload speed. The damage and the loadout is still the same).

I find the comparison with the Lusitania somewhat lacking. It is hardly practical to compare freighters built in the 20's and 30's to an all riveted liner built before 1914 (even earlier than the Titanic)... especially since the metallurgy of that time was only able to produce steel that contained a high percentage of carbon making it extremely brittle under colder climates (guess, what the Atlantic usually has).

jazzabilly 02-07-09 01:33 AM

I will preface this reply with two statements.

I love both RFB & TMO, each for different reasons. Thank you, modders. You fellows are definitely BRAVO ZULU.

Just some feedback. I am still having some problems w/ lookouts not seeing clearly visible targets w/ the latest patch. Lockons still unstable.

New damage model is pretty realistic, from what I can see thus far. Torpedoes are damned frustrating (early '42), but that is expected.:stare:

Just input. Not a complaint.

Have a sweet day.:salute:

tater 02-07-09 02:12 AM

BTW, while I frequently thorw ideas out there, and do some testing, I'm not a RFB team member. That said, if anyone sees a pattern of difficulty sinking stuff, post the info. Fish type used, number and location of hits, and the specifric target. That can help Observer, and I'd certainly pore through Alden (and/or TROMs) to see how that pattern looks compared to statistical reality for similar targets.

I might keep a log with target, hits, result, and time to sink on a scratch pad for my next patrols.

jazzabilly 02-07-09 02:31 AM

Quote:

Originally Posted by tater
BTW, while I frequently thorw ideas out there, and do some testing, I'm not a RFB team member. That said, if anyone sees a pattern of difficulty sinking stuff, post the info. Fish type used, number and location of hits, and the specifric target. That can help Observer, and I'd certainly pore through Alden (and/or TROMs) to see how that pattern looks compared to statistical reality for similar targets.

Yeah, I'll do that.

What I can say for sure~ 1st patrol (Dec.'41) , 9/10 of my magnetic fuses worked. Which is not consistent w/ RL. (RFB/RSDC). Will start keeping hard data for the mod teams.

LukeFF 02-07-09 02:36 AM

Quote:

Originally Posted by jazzabilly
What I can say for sure~ 1st patrol (Dec.'41) , 9/10 of my magnetic fuses worked. Which is not consistent w/ RL. (RFB/RSDC). Will start keeping hard data for the mod teams.

Sadly, failure rates for magnetic fuses cannot be modeled. The best I could do to simulate magnetic detonator failures is to set the detonation range to a very small value. Hopefully SH5 will have a "magnetic failures" parameter included with all the other (well-modeled) torpedo failures.

tater 02-07-09 02:37 AM

I remember a LONG time ago, when the first realistic torpedo mod came out. There were always wierd findings where on patrol it would seem like none worked, and another they'd work fine.

That said, with a historical failure rate of maybe 70% or more, getting 9/10 bad is not particularly odd. It would be over multiple patrols, obviously.

Binary101 02-07-09 06:07 AM

can some one help me, Im not sure which mod i should download i want to save some internet usage, so im not sure which is better in Trigger Maru or This one? like which fixes the bathtub issue and which 1 in your opnion have better water effects?

Dogzero1 02-07-09 09:14 AM

[quote=OlegM]
Quote:

Originally Posted by tater

Rude manner? I would call the results of this mod rudely disappointing, so if that means I am being rude so be it.... :arrgh!:

Well you wasted your money on the RFB mod then? What a shame. Remind me old rude one, how much did it cost you again?:down: :down:

ps, lets see your supermod available.;)

OlegM 02-07-09 09:34 AM

Quote:

Originally Posted by Dogzero1
Well you wasted your money on the RFB mod then? What a shame. Remind me old rude one, how much did it cost you again?:down:

Oh you gotta love the "zero cost" argument.

Are we discussing quality or the price here? Because if it's about the price I agree it's unbeatable. However, apparently in some areas of the mod you do get what you pay for... EVEN if you'd prefer getting nothing at all (as is the case with enviro submods which I would actually pay to get RID of)

tater 02-07-09 10:07 AM

Dogzero, that's NOT my quote, that's oleg's.

tater 02-07-09 10:31 AM

Quote:

Originally Posted by OlegM
Quote:

Originally Posted by Dogzero1
Well you wasted your money on the RFB mod then? What a shame. Remind me old rude one, how much did it cost you again?:down:

Oh you gotta love the "zero cost" argument.

Are we discussing quality or the price here? Because if it's about the price I agree it's unbeatable. However, apparently in some areas of the mod you do get what you pay for... EVEN if you'd prefer getting nothing at all (as is the case with enviro submods which I would actually pay to get RID of)

So get rid of them. Stop whining and just do it.

The trouble with the environment mods (I also suffer from awful FR problems them with my machine which I think should run the game fine) is that they do not just change eyecandy stuff. They mess with sensors to the extent sensors are affected by weather/waves/etc. As a result, when eye-candy obsessed players install them (which they WILL do), they'll break gameplay. Since they are so popular, the choice is to disallow the majority of players who use them, or include one.

BTW, others running systems the same as mine do not have the FR issues I have with PE/EE. I can only assume it's a problem with my machine in that case (or settings, or drivers).

RFB Team 02-07-09 12:30 PM

Quote:

Originally Posted by OlegM
Are we discussing quality or the price here? Because if it's about the price I agree it's unbeatable. However, apparently in some areas of the mod you do get what you pay for... EVEN if you'd prefer getting nothing at all (as is the case with enviro submods which I would actually pay to get RID of)

...and yet you continue to refuse to tell us what your hardware configuration is, despite LukeFF asking what it was, in case there truly is a problem with the way the environment mod is configured. :roll:

Lt commander lare 02-07-09 01:46 PM

why when i install real fleet boat is my forward aa gun turning arounds constantly all by itself and the deck gun points down towards the deck and will not turn fire do anything, and this mod is all i have installed nothing else


lt commander lare

Nephandus 02-07-09 01:51 PM

I have the impression our friend Oleg here just indulges a bit in venting of steam and getting a bit frustrated with noone sharing his grievances.

I find his destructive way of criticism very disrespectful though. He bought a game for money that was actually too arcadish and several graphic glitches.

The Mod Teams have taken it onto themselves improving the gameplay and at some points integrating graphic improvements as well.

As a matter of fact it is always a fact that you get what is being offered. If it is completely to your liking is secondary. If you don't like it, do it yourself to improve things to your liking.

I don't think anyone is eligible to that kind of criticism as long as one hasn't tried to mod himself (it took myself some time to sort out how to modify the things in the mod I didn't like to my liking and yet I still don't see myself writing in public that I find the mod crap because it did not meet my taste 100%... because I noticed that it takes time and effort to mod even the little things).


All times are GMT -5. The time now is 11:01 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.