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)

vanjast 11-21-08 04:39 PM

Things affecting crew intelligence and eyesight.
1) Day/night
2) Weather conditions
3) Crew efficiency (minor effect)

This is a game engine thing and exists with SH3. you can adjust it but then you'll have your crew telling you about every ship on the other side of the world :o
:D

gAiNiAc 11-21-08 04:42 PM

Quote:

Originally Posted by AVGWarhawk
Did you get the patch?

I just downloaded it.......Will it address this?

gAiNiAc 11-21-08 04:43 PM

Quote:

Originally Posted by vanjast
Things affecting crew intelligence and eyesight.
1) Day/night
2) Weather conditions
3) Crew efficiency (minor effect)

This is a game engine thing and exists with SH3. you can adjust it but then you'll have your crew telling you about every ship on the other side of the world :o
:D

Yeah....I got ya.....This is a little out of wack in this particular instance........I have a full green bar at battle stations and that big ol' freighter hasn't been called out!

Watch must be smoking the hemp!

gAiNiAc 11-21-08 04:52 PM

Quote:

Originally Posted by AVGWarhawk
Did you get the patch?

I installed the patch and am going to re-start the patrol from base......That big ol' boat was my first contact on this patrol!

AVGWarhawk 11-21-08 05:51 PM

Quote:

Originally Posted by gAiNiAc
Quote:

Originally Posted by AVGWarhawk
Did you get the patch?

I just downloaded it.......Will it address this?

yes, it should.

claybirdd 11-21-08 06:00 PM

As others have said in this thread, it is highly recomended that you do a complete reinstall of the game. I was having issues simmiler to yours and I took other peoples advice and reinstalled. Now my crew is right on par when surfaced, however when submerged they will not spot anything at all using the periscope. Still you should try reinstalling everything and see how things work from there.

gAiNiAc 11-21-08 06:50 PM

Quote:

Originally Posted by claybirdd
Now my crew is right on par when surfaced, however when submerged they will not spot anything at all using the periscope.

That's the exact problem I have now...........I've done manual targeting, but frankly I'm not always in the mood to do the work. Here I am submerged from 500 yards away, daylight and the Auto-Targeting isn't working:

http://img440.imageshack.us/img440/1...otargetxe5.jpg

claybirdd 11-21-08 07:43 PM

believe me brother i know your situation and I totally feel your pain.

AVGWarhawk 11-21-08 09:51 PM

One question, did you set for automatic in the game options or set up automatic in the office using the radio on the left side of the screen?

Fish40 11-21-08 10:00 PM

Same thing here!:yep: My guys are top notch while surfaced, but submeged you could forget it:nope: Still, while doing a submerged attack, the suspense and tension are unbelievable. I actually threw my wife out of the room because she interupted me at a crucial point in the action. Needless to say, she wasn't too happy!

Here was the play by play of my first kill with the patch. It's July/44 in the S. China Sea. After days of seeing nada, finally a contact at appx. 8nm. After plotting his initial position, I slowed to about 6k and started the clock for a 3 minute count. The second plot put him on a SW course.

I increased speed, and put myself on a 90 degree course to his. As I monitored the Radar and watched the range close, I went topside for a look. The weather was clear, but heavy seas and high winds were hopefully going to be on my side today. Finally, I could make the shape of an approaching ship coming out of the misty horizon. I positioned myself so that my bow was just ahead of him. As he crossed the vertical line of my TBT, I started the clock. It took him 16 seconds to cross, although at this point therer was no positive ID.

I resumed my original intercept course, and made ready the recog. manual. As he got closer, the emerging features labeled him a Medium Modern Split Freighter. By useing the formula:

Knots = Ship's Length
-------------------------- X 1.94 I put him at about 12 knots. A quick check
Time


of the range told me it was time to dive! Scope up!! After entering all the info into the TDC, I waited until he was about 1500 yds away befor I fired. In a space of seconds, three Mk. 14's were on their way. The seconds ticked by.
BOOM!! Impact. BOOM!! Impact. BOOM!! Impact, as all three hit along the freighter's port beam.

After a few minutes, it was clear that his speed slowed, until finally down he went bow first. Thanks guys for makeing one great mod, from one happy subsimmer:up:


Time

claybirdd 11-21-08 10:04 PM

when i use auto I select it on the radio in the office.

gAiNiAc 11-22-08 12:50 AM

Quote:

Originally Posted by AVGWarhawk
One question, did you set for automatic in the game options or set up automatic in the office using the radio on the left side of the screen?

In the office..........

claybirdd 11-22-08 01:25 AM

While playing auto TDC
 
I am able to live with the crew not detecting ships while at PD. It does add to the fog of war. All I have to do is set the TDC while surfaced then dive and relly on my attack map/TDC. Plus if you want to change targets the PK will work for about 3 seconds. Just long enough to reset the TDC.


The only problem which I see needing to be adressed is this. After torping an enemy ship while submerged the ships speed will drop. however if you hit the PK it will still show the speed of the enemy ship prior to the attack.

So if I hit an enemy merch traveling at 8kts and he loses power, and comes to an obvious dead stop. I can not launch a second torpedo at the ship to finish him off because resetting TDC and PK will tell me it is still going at 8kts. This has impeded me twice now and I have brought it to the table.


I hope you understand what i amsaying.

Nisgeis 11-22-08 02:38 AM

Quote:

Originally Posted by claybirdd
So if I hit an enemy merch traveling at 8kts and he loses power, and comes to an obvious dead stop. I can not launch a second torpedo at the ship to finish him off because resetting TDC and PK will tell me it is still going at 8kts. This has impeded me twice now and I have brought it to the table.

If you hit the lock key again, it should re-enter the current target information into the TDC.

Sardaukar67 11-22-08 02:53 AM

Quote:

Originally Posted by Nisgeis
Quote:

Originally Posted by claybirdd
So if I hit an enemy merch traveling at 8kts and he loses power, and comes to an obvious dead stop. I can not launch a second torpedo at the ship to finish him off because resetting TDC and PK will tell me it is still going at 8kts. This has impeded me twice now and I have brought it to the table.

If you hit the lock key again, it should re-enter the current target information into the TDC.

Unfortunately it often does not do that. It works sometimes, but often the ship still comes up as 8 knots. Cannot even manually set the speed correct in that case...:damn:

Anyway, some good experiences, met 10k large tanker on patron and thought "this is going to be a long day..", remembering the 8k freighter taking 6 torp hits to sink. Fired all 6 front tubes. Miss, dud, IMPACT, dud, dud, dud. Tanker caught fire..and sunk under 15 mins. Must have been carrying gasoline...:)

Next ship was 4500t freighter and took 3 torpedoes to sing...and few more duds and misses..:p I often find myself spending all 10 tubes to sink one ship because of torpedo problems and occasional targetting weirdness as in previous posts. But overall, not bad. And those Mk23s really make difference when you get them ! :up:


All times are GMT -5. The time now is 02:34 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.