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

Anvart 02-23-09 04:27 AM

Quote:

Originally Posted by OlegM
...
So when I say I am not pleased by the RFB performance due to enviro stuff, and it does slow my machine to levels **I** am not ready to accept, you can only take my word for that, as it's only my opinion.

And it is my opinion that enviro mods should be made optional.
...

I vote two hands FOR !
...
In game we have crappy braking engine and in additives ... environment mods contradicting common sense ...

Rockin Robbins 02-23-09 06:44 AM

Reality contradicts common sense, so where's the problem?:O:

Fish40 02-23-09 08:36 AM

Quote:

Originally Posted by LukeFF
This one's for our dear friend OlegM: :yeah:

http://img.photobucket.com/albums/v2...215545_531.jpg

Kriller and W_Clear's Real Environment mod in action, integrated into RFB.

Also, as this is a Porpoise class boat, can someone else spot something new in this pic?





Luke you're a first class Ballbreaker! I love it:rotfl: Seriously though, the new environment work looks stunning! Is this available now, or still in testing? Also, how much of a framerate hit if any, compared to RFB with just EE?

AVGWarhawk 02-23-09 09:00 AM

Quote:

Originally Posted by Anvart
Quote:

Originally Posted by OlegM
...
So when I say I am not pleased by the RFB performance due to enviro stuff, and it does slow my machine to levels **I** am not ready to accept, you can only take my word for that, as it's only my opinion.

And it is my opinion that enviro mods should be made optional.
...

I vote two hands FOR !
...
In game we have crappy braking engine and in additives ... environment mods contradicting common sense ...

This is not being packages like a car at the dealer were one can ask for aluminum wheels and pin stripes. LukeFF makes it an entire package and RSRD can run right along with it as Lurker keeps all compatible. I do not know about you but I would not stop driving a Rolls Royce because there is a dent in fender. :D

xvii-munger 02-23-09 09:29 AM

New battlions
 
as some know the FOTRS mod has added the german battle ships to there game play. was woundering if you all in the R.F.B are too shortly .Ii like this mod do somtimes get a iwxe fail or somthing like that . in online games but over all great mod thx for your hard work.:rock:

tater 02-23-09 09:37 AM

RFB doesn't touch the campaign.

Fer32 02-23-09 02:05 PM

Newby questions
 
I just installed RFB and RSRDC and I really like this combo but I have some questions, I used TMO before and if I use a high time compression my saves always become corrupted, can I use high time compression now? (over 7000).
Am I doing something wrog or my crew cant managed the deck gun and flak. Is this realistic? I dont think that I, as a commander has to do it. :hmmm:

I'm goin' down 02-23-09 02:30 PM

As you know, I installed the mods recommended by RFB, and ended up with my handle and boat not being recognized at the beginning of a mission, although the emblem and boat number appeared on the sub. Also, I could not load sailors to man the guns, and my boat had no deck guns.

I found the solution to the deck guns' problem (i.e. no deck guns) and the failure of RFB to recognize and my boat at the outset of new missions in SH4 1.5.

The RFB Team recommends the following mods be activated in SH4 1.5:

1. RFB_V1.52_102408;
2. RFB_V1.52_Patch_18Jan09;
3. RSRDC_SH15_V400; and
4. RSRDC_V400_Patch 2

I also activated the following mods:

5. SS205 USS Gar_ComboFooskin_I'm Goin' Down; and
6. Mini_ChronoTools (activated by JTex).

As a result of the foregoing, which followed the RFB sticky thread's instruction, I ended up with the unacceptable results described above.

I filed a complaint in the RFB thread. I was about the do the same in the RSRDC thread when I noticed that RFB does not mention activating mods RSRDC_SH15_V400 and RSRDC_V400_Patch2. Instead, it recommends activating the RSRDC_RFB1.5_V420 and RSRC_V420_Patch_18Jan09 mods with RFB v1.52 mods. I deactivated mods nos. 3 and 4 above and replaced them with the two mods recommended by RSRDC. Guess what? I NOW HAVE TWO DECK GUNS!!!

However, the SH4 1.5 did not recognize my handle and boat at the beginning of a mission, so I deactivated mod 5. SS205 USS Gar_ComboFooskin_I'm Goin' Down and reactivated it. Now RFB recognizes me as captain at the outset.

Problems fixed after four days! I plan to post this in both the RFB and RSRDC mod threads to alert them to the issue.

Fer32 02-23-09 03:18 PM

Quote:

Originally Posted by I'm goin' down
As you know, I installed the mods recommended by RFB, and ended up with my handle and boat not being recognized at the beginning of a mission, although the emblem and boat number appeared on the sub. Also, I could not load sailors to man the guns, and my boat had no deck guns.

I found the solution to the deck guns' problem (i.e. no deck guns) and the failure of RFB to recognize and my boat at the outset of new missions in SH4 1.5.

The RFB Team recommends the following mods be activated in SH4 1.5:

1. RFB_V1.52_102408;
2. RFB_V1.52_Patch_18Jan09;
3. RSRDC_SH15_V400; and
4. RSRDC_V400_Patch 2

I also activated the following mods:

5. SS205 USS Gar_ComboFooskin_I'm Goin' Down; and
6. Mini_ChronoTools (activated by JTex).

As a result of the foregoing, which followed the RFB sticky thread's instruction, I ended up with the unacceptable results described above.

I filed a complaint in the RFB thread. I was about the do the same in the RSRDC thread when I noticed that RFB does not mention activating mods RSRDC_SH15_V400 and RSRDC_V400_Patch2. Instead, it recommends activating the RSRDC_RFB1.5_V420 and RSRC_V420_Patch_18Jan09 mods with RFB v1.52 mods. I deactivated mods nos. 3 and 4 above and replaced them with the two mods recommended by RSRDC. Guess what? I NOW HAVE TWO DECK GUNS!!!

However, the SH4 1.5 did not recognize my handle and boat at the beginning of a mission, so I deactivated mod 5. SS205 USS Gar_ComboFooskin_I'm Goin' Down and reactivated it. Now RFB recognizes me as captain at the outset.

Problems fixed after four days! I plan to post this in both the RFB and RSRDC mod threads to alert them to the issue.

I have the mods installed exactly as you said but my crew cant managed the flak and deck gun, I can do it by myself but it is not my work as a commander!:salute:

AVGWarhawk 02-23-09 03:28 PM

Quote:

Originally Posted by Fer32
I just installed RFB and RSRDC and I really like this combo but I have some questions, I used TMO before and if I use a high time compression my saves always become corrupted, can I use high time compression now? (over 7000).
Am I doing something wrog or my crew cant managed the deck gun and flak. Is this realistic? I dont think that I, as a commander has to do it. :hmmm:

I use high TC and have not experienced corrupted game saves. As far as I know, if there is no men in the slots for the cannon, you need to put them there to have them work the gun. I leave it open because there are two gunners in the forward torp room. I move these to gunners there and grab some guys from my damage control team. They make up a pretty good team on the cannon. Remember, you got sailors that are new and do not know how to use these yet efficiently. As you patrol more they get better and you will not have to do it yourself. About your third patrol it gets much better with your cannon crew. It is all about crew development! Also, sea state affects how accurate they are.

vanjast 02-23-09 03:59 PM

WOW!! what a great pic :yeah: - Straight onto my desktop...

Fer32 02-23-09 04:10 PM

Quote:

Originally Posted by AVGWarhawk
Quote:

Originally Posted by Fer32
I just installed RFB and RSRDC and I really like this combo but I have some questions, I used TMO before and if I use a high time compression my saves always become corrupted, can I use high time compression now? (over 7000).
Am I doing something wrog or my crew cant managed the deck gun and flak. Is this realistic? I dont think that I, as a commander has to do it. :hmmm:

I use high TC and have not experienced corrupted game saves. As far as I know, if there is no men in the slots for the cannon, you need to put them there to have them work the gun. I leave it open because there are two gunners in the forward torp room. I move these to gunners there and grab some guys from my damage control team. They make up a pretty good team on the cannon. Remember, you got sailors that are new and do not know how to use these yet efficiently. As you patrol more they get better and you will not have to do it yourself. About your third patrol it gets much better with your cannon crew. It is all about crew development! Also, sea state affects how accurate they are.

Thank you sir, exactly what I needed to know :up:

Soundman 02-23-09 05:49 PM

The 152 patch link appears to be broken. It is taking me to the Filefront home page.

LukeFF 02-23-09 06:01 PM

Quote:

Originally Posted by Fish40
Luke you're a first class Ballbreaker! I love it:rotfl: Seriously though, the new environment work looks stunning! Is this available now, or still in testing? Also, how much of a framerate hit if any, compared to RFB with just EE?

What can I say? I aim to please. :D

We just barely started testing Real Environment a couple of days ago. It will take some work and adjustment to the sensors to make the mod fully function how it's supposed to. Frame rate hit so far seems to be negligible, at least for myself (running an ATI 4870, 4 GB RAM, Core I7 940).

Oh yeah, and to answer my trivia question above: yes, we hacked off the jackstaff and the cable that was running to it. You'll see some similar modifications to the Salmon, Sargo, and S Class boats as well.

LukeFF 02-23-09 06:10 PM

Quote:

Originally Posted by Soundman
The 152 patch link appears to be broken. It is taking me to the Filefront home page.

We're still working on it.

Stealhead 02-23-09 10:18 PM

LukeFF I love your RFB man nice job and it looks really great with W_Clears enviromental mod gald to see that you are considering adding it next time around. I really love the ship damage system to me that makes your supermod stand out and shine. I noticed that there is an ice cream machine it the damage control list does it effect morale if it gets destroyed?:har: Awsome work.
P.S. mot sure why some say that RFB is a hit on frame rate not an issue for and I dont have a top of the line machine.(though I do have a quad core cpu)

Soundman 02-23-09 10:29 PM

WOW!... I was just reading a few threads back on this debate between RR and Oleg, sometimes AVG.. You know, everyone makes good points IMO. Of course we must respect all of our beloved modders time and effort, but in a perfect world I can see where Oleg is coming from. From the perspective that gameplay and eyecandy are two different animals, why not offer a "gameplay only" RFB (or TMO) and another version with both gameplay and the visual mods included. The problem seems to lie in the time and effort a modder has available and avoiding the confusion we all have, figuring out what mod is compatible with one another.

However... I can see an even more perfect world...and the person who could pull this off would be a (pardon my expression) a "Mod God" so to speak, in this community.

Let me expound... I'm sure many of us "Sim Fanatics" here have also dabbled a bit with flightsims and played Falcon 4.0, a true, great simulation. Well, how many can remember when "Superpack 3" came about and then we had the "BMS F4 Configuration Editor". This was a fantastic addition allowing the flexibility to open this utility up and there you could see all of the different mods available. All you needed to do was put a check mark next to the modification of your choice and start the game and BAM ... you played it the way you wanted.

Now I realize this is not Falcon 4.0 and things may be a bit more complicated with this simulation, but with the talent I have witnessed inside this forum, I find it hard to believe something along these lines can't be accomplished and think this could be the answer to all our SH4 prayers. Yes, it would be a major undertaking, but if this could be done it would allieviate the problems of what mod works with what mod, how much eye candy do you want, and in general, how do YOU wish to play the game AND allow you to do it. Yes, maybe I'm dreaming, but it's a nice one ! :DL

I honestly believe something along these lines desperately needs to happen. We have some really great mods out there and even the best of them get critisism for some small detail. It would seem obvious that what the subsim community really desires, is the flexibility to mold the game into each individuals own vision of reality, not neccessarily what the modders may invision in their world.

tater 02-24-09 12:02 AM

Soundman, the problem is that this stuff all interacts. The environment mods change the way the sensors work. That changes, well, everything. Given that the AI changes based on AI skill level are hard-coded, such a change could possibly (not likely, but just for the sake of argument) require all the skill levels in the campaign to be tweaked.

The ONLY way to test this... is playing it.

Every single enviro patch... fubars everything else.

The only way for the enviro-guys to be compatible is to make their mod strictly RFB compatible... it's a can of worms, sadly.

I'm goin' down 02-24-09 02:56 AM

One final problem
 
I have the current RFB mod and patch and the current, correct RSRDC mod and patch. I now have DECK guns...finally. I have a Digital_Trucker custom boat -- a Gar. At sea the boat's emblem, boat's number and kills are pasted on the boat. However, in port at the beginning of a mission my boat's (USS GAR) name and number is not recognized, nor is my handle. What is up with this? Can it be an RFB mod problem?

I have wasted several days figuring out I had no deck guns because the links in RFB to RSRDC were to out of date RSRDC files. Apparently, RFB has eliminated those links. In any event, I would like to know if there is any way to fix the problems I am experiencing in port at commencement of a mission?

I'm goin' down 02-24-09 03:15 AM

follow up question
 
I have a deck gun and an anti aircraft gun. The anti aircraft gun is manned by a couple of men. However, the slots for the men to fill are behind the ship's dials. It is hard/impossible to fill the slots and I have one gunner who I can extract to his original positon inside the boat. What is the story/remedy? My screen, which is 14 - 15 inches is set to 1280 x 920 resolution?


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