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attack map
I installed the Easy AoB mod and when I went to the Attack Map I could not see the torpedo angle. Without the torpedo angle, the Easy AoB mod is useless. I am missing something or is RFB lacking a visual torpedo gyroangle?
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Dials Hiding AA gun crew positions
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Playing at 1280x800 resolution. Thanks for the help, David |
For some unknown reason I had avoided RFB until now, relying on TMO for all my SH4 patrols. This was mainly because I have avoided SH4 in favor of SH3 :D. Somehow TMO is easier to get into but RFB really feels more... real. To bad i'm getting pc crashes while using it (and RSRD as the only other mod). I'll check into that. By the way, the sinking model is simply amazing. Hogan's alley took some getting used to but at least I don't have to move the crew every time I dive to check the plancton. The underwater visibility is simply spot on. The binoculars don't bounce as much as in other mods. The Sub feels more crowded. The crew now see ships farther than I can, while the enemy don't see me from India. Less duds, movable mast dial, I could go on for ages, amazing mod.
But here's a question: I love the sounds that were used in RFB and i'm planning to port them to SH3. Has anyone else tried this? Should I expect any problems? I mainly want to copy/paste the corresponding files and not edit other files. |
Ok, I've just copied most of the audio files over my Thomsen's Sound Pack. I've edited the Submarine_hyd.wav file by merging that file with the amb_Underwater.wav and Submarine_electric_exterior.wav files, I've distorted them to my liking and reduced the repeating "slashing" sound of the blades. I've also added radio noise to the amb_Hydrophone.wav and when I tested them in SH3 my jaw dropped.
Now at any setting but Full Stop, I can barely hear any ship. At Full Stop they're perfectly audible if closer than say... 8 miles and have a very nice metalic sound. At up to 2 thirds engine I can still make out the props of a ship, if I know it's there from the beginning ofc. At Flank Speed it's impossible to make anything up. Even more, once I go to 180 the noise is so loud it hurts my ears and the sub's blades are perfectly audible. All in all there's no way I'll ever be able to yell at my soundman for not reporting ships that I can perfectly hear from 20 km away. :ping: And the sounds of the ships are amazing. It's a bit harder to tell a merchant from a warship at a single contact but when those sounds merge in a convoy I can perfectly tell if a merchant is behind a DD or the other way round. I can't wait to test it more and I'd like to post it as a SH3 mod if the RFB team agree. If so, I'll add the amb_Hydrophone.wav as a strong background to all the prop sounds to have more noise for the sounds. It'll be awesome. |
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Thanks, David |
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I installed the Easy AoB mod and when I went to the Attack Map I could not see the torpedo angle. Without the torpedo angle, the Easy AoB mod is useless. I am missing something or is RFB lacking a visual torpedo gyroangle?
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I hope it's all right to ask: is there a tentative ETA for the next full version of RFB? I seem to recall July being mentioned, but that was back in the Spring.
Thanks! |
post 2991
I did not see a torpedo angle on the attack map. see post 2991. What is the story?
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think it might be one of those "realism" issues, its one of the few things that i think is wrong with RFB, but i suppose theres an easy way to re-enable it but i dont know what exactly that is.
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Conning tower problem
Hi I am new to the forum, as being a member is concerned. But I am not new to the silent hunter franchise, have both SH3 (since Feb 2005) and SH4 (since Dec 2008) and usually have them set to 100% realism.:rock:
I recently added RFB 1.4 and The corresponding RSRDC and I have to say that when being used at full realism it is absolutely brilliant.:yeah: The only problem I have and it is not RFB's fault since the problem was around in Stock SH4 is the fact I can never seem to be able have the conning towers updated. I have been using the USS Gato and I am now in October 1942 and I know that the conning tower should have been changed by now. The problem may be something wrong with the coding or I am being a numpty:88) (the latter may be more the case). I have recently purchased the U Boat missions expansion (after waiting for the price to drop a bit) so that I will be able to use RFB 1.5x. Will be really be grateful to anyone who can solve the above conumdrum since it is the only real bug i really notice in SH4 after all the patching and modding.;) |
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Because its the only one I can find/download but I recal having to patch it the last time I used RFB. (just got a new rig, so have re-download all the mods/games etc...) Edit: NV, found my answer about 6 pages back, installed and appears to be working... yay! |
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Why arent there any other subs in RFB when i,m in port? Just wondering.
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I'm new to the game and recently installed TMO, but wanted to compare it with RFB. I installed RFB 1.52 and also RSRDC for RFB. I just started a new campaign and I noticed that I have a problem straight away.
I was plotting a course from Pearl Harbor to Midway to refuel on the way out to Japan. Using the timewarp I waited as my sub approached the harbor and then slowed down the clock so I could watch the approach. To my dismay, however, my sub wasn't in the location that I had plotted. It seems to be a navigation chart problem I'm experiencing. When I zoom in and out or drag the nav map, my sub appears in different locations. Can anybody give me any ideas what could be causing this problem? I didn't experience this with TMO. edit: Well I did a fresh install and I still have the same problem. It seems that at certain zoom levels objects on the map will shift and move around. I only have two Mods installed (RFB_v1.52, RSRDC_RFBv15_V421, RSRDC_V421_Patch2) and installed in that order. As I said, I didn't notice this problem when I was running TMO and RSRDC, but it is highly annoying and I'm surprised that I haven't been able to find any information or other people experiencing this. |
When you plot a course on a lower zoom level to a harbour say, and then zoom in to a high level then actual end point will always be slightly different then what you intended because of the zoom.
I have the same problem, but I've put it down to my antiquated PC :DL. Believe me this is a totally amazing mod, a real credit to all those who have worked so hard on this :salute:, and in my humble opinion it's well worth working round any little minor problems or annoyances you may have. The first time you sink a ship in RFB it will blow you away. The way ships sink seems to be so realistic from the manor and time, no more quick explosions and sinkings unless you are really lucky!! Hope this helps, you are not alone but it's worth while living with :DL. |
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Oh thank you both for your quick responses, I really appreciate that.
Well, with your help Munchausen, I was able to remove those zoom levels. This might be able to help you too, SteveUK. I found my map.cfg file in C:\Program Files\Ubisoft\Silent Hunter 4 Wolves of the Pacific\Data\Menu\cfg I opened up map.cfg with my notepad and found the zoom level portion of the code: [Map0] MapID=Navigation_map Position=0,0 Resolution=1024,768 MajorSqrs=4,3 MinorSqrs=5,5 PixPerUnit=50 ZoomLevels=1,2,10,20,50,100,200,500,1000,2000,4000 ,10000,20000;,40000; meters per pixel InitialZoom=500 SymbolZoom=10;units are drawn as symbols from this zoom up GroupsZoom=100;units are drawn in groups from this zoom up CityZoomLow=1000;low priority city names are displayed from this zoom down CityZoomMedium=4000;medium priority city names are displayed from this zoom down KriegZoom=2000;krieg labels are separated displayed from this zoom up HarborZoom=50;harbors will be displayed from this zoom up I checked in the game which zoom levels I was having troubles with and just removed them from the line of code and it seems to have worked. In my case I was having problems with 4,8, and 15. 500 is default and the lower numbers are zoom in, 1 being the closest zoom. Hope it helps and thanks again guys! edit: Forgot to mention that I haven't used my attack map yet, but map.cfg also contains your attack map zoom levels in the next block of code after the one I just posted. :p |
Gald you have it sorted and thanks for the tip :D
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Can I get a link to down load this please?
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