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

castorp345 02-26-08 11:42 AM

Quote:

Originally Posted by AVGWarhawk
That only happens at Burger King.

:rotfl:

LukeFF 02-26-08 10:13 PM

AVG summed up everything I wanted to say. Thanks! :smug:

swdw 02-27-08 07:58 AM

You can get auto targeting back, you need to change your realism settings at the mission load screen or when in the office for a career.

From your post, it looks like Trigger Maru is the mod you should be playing.

We could put the stuff you want back in, but then you'd have 2 different flavors of the same thing between TM and RFB, so why bother with RFB? Yeah, more people would be willing to play RFB if we did that, but we aren't going for the biggest user base. We are answering the smaller demand for a very realistic mod.

In fact, after I picked up RFB and started looking for volunteers, Ducimus gave me a very wise piece of advice. He told me (paraphrased), "Have a goal for the mod and build the mod to meet that goal. Don't try to please every one like I did when I first started, it'll drive you nuts and still someone will still be unhappy with what you do. So make RFB fit the purpose you're driving towards and learn to have a thick skin." This was probably the best piece of davice I could have been given as a beginning modder.

Some decisions make people scratch their head though, like why is the external cam on? My answer is w/o it how can you "send people over the side" to check for damage? How else can you "take a walk" around the por facility to check the layout, etc. So we do make an exception here and there.

As Ducimus says, TM is 75% realism and 25% game play. Give it a try. Go to the TM Overhaul thread.

The great thing about SH4 is you have different levels of realism to pick from. Tis why I hope you never see one mod become the only option for SH4.

fireship4 02-27-08 05:38 PM

I picked up the beta of RC2 of your filefront and as im not 100% sure you want it available, ill make some bug reports...

Im getting no dive plane movement with the porpoise (i have RSRD P3, NSM, ROW and diverate)

Wilcke 02-27-08 05:42 PM

Quote:

Originally Posted by fireship4
I picked up the beta of RC2 of your filefront and as im not 100% sure you want it available, ill make some bug reports...

Im getting no dive plane movement with the porpoise (i have RSRD P3, NSM, ROW and diverate)

If you are going to test I would just use the RFB RC2 and omit all other mods. This is a BETA and the folks that are modding are doing daily changes to that original file that you downloaded. Just an FYI. Enjoy! Its going to be awesome.

I have not looked at the diveplane movement on the Propoise, will take a peek tonight.

fireship4 02-28-08 06:16 AM

I understand, but to note another thing, it seems you must overlay NSM ontop of RFB because RFB modifies Zones.cfg

#ALSO#

Maybe this causes problems too, seeing as my porpoise can no longer reach the test depth now shown on the dial, something around 400 - I stick to 250 for the moment.

Lastly you may want to take a look at ports and trees and things on the map - they dont move in sync with it sometimes when you have it on some of the closer zoom levels.

swdw 02-28-08 09:52 AM

This beta is meant to be run with stock or ROW only. There are a lot of things being done to it, which is why it's not a public release.

The stock version has the most files and then those extra files are stripped to make versions that are conpatible with other mods. It's easier to do it that way than to add files and retest the additions.

You may want to join the testing forum for the beta. Instead of doing a private release to testers and handling everything via PM, a forum was set up so beta testers would be able to read each others comments and bug reports.

Anyone is welcome to join the forum. But due to spamming issues, it requires admin approval to activate the account. So it make take a day, depending on my schedule, to go through and activate new members.
the forum is at http://forum.kickinbak.com

Onkel Neal 03-01-08 11:32 AM

updated

tedhealy 03-01-08 12:38 PM

How close is the RFB team to a release? Any hints?

AVGWarhawk 03-01-08 12:50 PM

Close, but the new files with the German boats has added some more work. Swdw and LukeFF are the work horses behind this mod and they are working like mad!!!! I would have to say, I'm enjoying the stock version and this will keep me busy for a while:D

tedhealy 03-01-08 01:03 PM

Can't wait, I'll just have to go out and bag some more tonnage while waiting I guess :arrgh!:

swdw 03-01-08 07:31 PM

While things are being tested and fixed, here's a couple of screenshots for you.

THere's a lot of "under the hood" changes you won't see, but here are some visual changes thanks to AVGwarhawk, CapnScurvy, Oakgroves orginal work and Re@llyDe@dMe@ts chrono which was reworked some by me.

LukeFF can post some screenshots of the work he's done

Here's a daytime shot through the periscope (yes it was foggy that day)
http://www.kickinbak.com/posts/newRFB.jpg




Here's a shot at night. The crosshairs are a dark green that is visible night or day.


http://www.kickinbak.com/posts/newRFB2.jpg


Notice something on the compass people have been yelling for?
:D

Better scopes mod will be available as an optional install.

rodan54 03-01-08 09:13 PM

Most excellent work on that interface guys; definitely 5/5. :up:

AVGWarhawk 03-01-08 09:56 PM

I love the additions to the interface. It came together nicely:up:

LukeFF 03-02-08 01:50 AM

Just about all of my work has been "under the hood," as swdw noted, so here's what I've done:

-Very detailed torpedo performance mod. You will come to utterly hate the Mark 14 up to the end of September 1943. They will run deep, run off course, blow up prematurely, fail to detonate under the keel and fail to explode when they hit the target. It's a very accurate reflection of the real hassles faced by the submarine crews.

-Overhauled crew configs for all boats. They are now set up as realistically as they can be, within the limits of the game's coding. Flak guns and deck guns will take a substantial number of crewmen to operate efficiently. Equipment repairs will take longer now. Equipment that in reality couldn't be fixed at sea is now non-repairable (propeller shaft, rudder transmission, dive planes). Crewmen will now suffer longer and more severely when injured.

-Various graphics mods. These include updates to the career office and the National Flags mod.

-Submarine performance parameters for all have been adjusted. You can run at decks awash in the fleet boats to pick up sound contacts. Speeds and ranges for all boats are all now very much in line with reality (including new info that puts the S-boats at their WWII performance capabilities, as opposed to their 1920s-30s details). Equipment availability dates have all been adjusted as well. You will now find the S boats to be the red-headed stepchild of the Silent Service when it comes to new equipment. Armor levels have been dropped as well. It's still a work-in-progress, but it's already an improvement over stock.

-Submarine names now correspond to the date they began their first war patrol (as opposed to the past, where it was based on their date of commission). If you don't see a particular submarine name in RFB, it didn't go on at least one war patrol during the war.

All of these features will eventually make their way into the U-boats, as I've already begun preliminary work on them. I have lots of good things in mind for the future of RFB.

AVGWarhawk 03-02-08 06:53 AM

Quote:

-Overhauled crew configs for all boats. They are now set up as realistically as they can be, within the limits of the game's coding. Flak guns and deck guns will take a substantial number of crewmen to operate efficiently. Equipment repairs will take longer now. Equipment that in reality couldn't be fixed at sea is now non-repairable (propeller shaft, rudder transmission, dive planes). Crewmen will now suffer longer and more severely when injured.
This alone will make you think twice before heading into the bees nest like Rambo on steroids. :rotfl: Dancing around depth charges now becomes the real dance of death:o

Fish40 03-02-08 07:58 AM

I'm starting to lick my chops again! Can't wait:up: Keep up the great work:rock:

tedhealy 03-02-08 11:24 AM

Looks and sounds great!

I've been playing TMO lately and really like how the attack scope is almost useless at night forcing you to use the observation scope which lets in more light. Can this be worked into RFB?

swdw 03-02-08 02:28 PM

Quote:

Originally Posted by tedhealy
Looks and sounds great!

I've been playing TMO lately and really like how the attack scope is almost useless at night forcing you to use the observation scope which lets in more light. Can this be worked into RFB?

Working on it as we speak.

CDR Resser 03-02-08 09:33 PM

Without a doubt that is the best looking HUD that I have seen for this sim. You guys knocked that one out of the park. Can hardly wait.:up::rock::up::rock:


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