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

Laffertytig 12-05-08 03:38 PM

ive got a question about endurance. the optimal speed to travel at is ahead standard (10 knots) right? how come when i travel at a slower speed my endurance actually decreases by almost 1000 miles?

DeepIron 12-05-08 03:55 PM

Quote:

Originally Posted by Laffertytig
ive got a question about endurance. the optimal speed to travel at is ahead standard (10 knots) right? how come when i travel at a slower speed my endurance actually decreases by almost 1000 miles?

Optimal speed is dependent on sea conditions. If you're cruising ahead at Standard, and bucking a head sea, your forward speed would be around 6-7 kts typically but your still burning fuel at the Standard setting. Better to drop back to 2/3 ahead or possibly less...

As for your second question... hmmm, I'll have to do some testing as I've never seen that happen unless the sea was very rough or I had a fuel leak from damage.

AVGWarhawk 12-05-08 04:26 PM

Quote:

Originally Posted by Laffertytig
ive got a question about endurance. the optimal speed to travel at is ahead standard (10 knots) right? how come when i travel at a slower speed my endurance actually decreases by almost 1000 miles?

What I do is transit at 10 kts. When I hit my patrol area I cruise at 4 knots. Saves fuel and cruising fast can get you spotted.

sckallst 12-05-08 05:47 PM

Re: endurance

Make sure that when you push the "remaining range" button to check your endurance, regardless of speed, you are not charging batteries, or you will get the "wrong" answer. As the fuel depeletion rate at that instant is much greater than the plain old 'crusing around" rate, you will get a greatly reduced endurance estimate. On the other hand, even if it seems like you have a lot fuel, make sure when you are heading into heavily patrolled waters that you take into account the effect of potentially recharging batteries freqnetly if you will be spending most of the daylight hours submerged.

Not sure that this is the problem noted above, but probably worth stating nonethless.

Orion2012 12-05-08 05:51 PM

Quote:

Originally Posted by sckallst
Re: endurance

Make sure that when you push the "remaining range" button to check your endurance, regardless of speed, you are not charging batteries, or you will get the "wrong" answer. As the fuel depeletion rate at that instant is much greater than the plain old 'crusing around" rate, you will get a greatly reduced endurance estimate. On the other hand, even if it seems like you have a lot fuel, make sure when you are heading into heavily patrolled waters that you take into account the effect of potentially recharging batteries freqnetly if you will be spending most of the daylight hours submerged.

Not sure that this is the problem noted above, but probably worth stating nonethless.

You make a good point about charging and checking your remaining fuel, its good to check with both motors driving the prop.

:FI:Rabitski 12-06-08 08:12 AM

Any word on a fix for the perscope lock issue, being addressed in a upcomming patch?

DeepIron 12-06-08 10:22 AM

Quote:

Originally Posted by :FI:Rabitski
Any word on a fix for the perscope lock issue, being addressed in a upcomming patch?

See http://www.subsim.com/radioroom/show...postcount=2245

It will probably be in the next release and not a patch however and the date is not yet set...

Rockin Robbins 12-06-08 11:31 AM

Wow! Look at the number of hits compared to the number of hits on the abandoned original Trigger Maru thread, which just rose from the grave. Here's the score card:
Code:

Real Fleet Boat            2,274

Trigger Maru              1,580
Trigger Maru Overhauled      769
Total Trigger Maru        2,349

And with RFB so inactive for so long, it's amazing that less than a hundred posts now separates the two mods. I have a feeling that TMO will be an orphan not much longer. I hope the unfortunate moniker of "Overhauled" can be amputated and it will resume its rightful place as an actively maintained mod.

But congratulations RFB Crew! There's a new kid in town and you are it!:up:

Bosje 12-06-08 12:32 PM

i just endured the most savage depthcharge attack i ever encountered in SH4 and I wanted to say the sub damage model made it a brilliant experience

forward flooding, nose pointing down, propelled myself to the bottom. reverse speed sorted it and pulled her backwards up to safe depths. during two hours of realtime damage control and destroyer evasion the flooding was controlled and pumped out. I might even have survived if I hadn't messed it up with time compression :huh:

either way, I noticed the boat suffering very satisfactory damage and flooding effects from the depthcharge onslaught. excellent experience :up:

DeepIron 12-06-08 12:36 PM

Quote:

Originally Posted by Bosje
i just endured the most savage depthcharge attack i ever encountered in SH4 and I wanted to say the sub damage model made it a brilliant experience

forward flooding, nose pointing down, propelled myself to the bottom. reverse speed sorted it and pulled her backwards up to safe depths. during two hours of realtime damage control and destroyer evasion the flooding was controlled and pumped out. I might even have survived if I hadn't messed it up with time compression :huh:

either way, I noticed the boat suffering very satisfactory damage and flooding effects from the depthcharge onslaught. excellent experience :up:

Excellent! It's really encouraging to hear of these kinds of exploits in RFB. Thanks!:up:

Piggy 12-07-08 05:56 PM

Hey there, I just moved over to SH4 from SH3 - GWX.

I decided to try out RFB, needless to say Im impressed... (but a little frustrated).

My problem was this... I came across a large cargo ship, she was doing 7 knots and I put two torps from my rear tube into her. One at the front cargo hold, the other at the engine room. She came to a dead stop but wouldnt sink, no problem.

It was too rough for the deck gun so I swung around and fired off a forward tube. The torp veered off ahead of the ship? Tried a second one and the same thing happened. (I had been locked on to the ship and then aimed for the rear cargo comp)

So I look at my TDC settings, its showing the ships speed at 7 knots still? I cant change the speed setting either. (maybe because Im not using manual targetting?) For that matter I cant manually change any of the torp settings except the speed and impact method...

So what's going on? Im very new to SH4 and am awkwardly trying to find my way around....

PS: the graphics are stunning! Wow :up:

Orion2012 12-07-08 06:01 PM

Quote:

Originally Posted by Piggy
So I look at my TDC settings, its showing the ships speed at 7 knots still? I cant change the speed setting either. (maybe because Im not using manual targetting?) For that matter I cant manually change any of the torp settings except the speed and impact method...

There are some noted anomalies with the auto-targeting and RFB, for some reason whenever a ship is damaged the game does not update the TDC with the new speed. Hopefully this will be corrected very soon as their are fixes in testing.

Piggy 12-07-08 06:14 PM

Quote:

Originally Posted by Orion2012
There are some noted anomalies with the auto-targeting and RFB, for some reason whenever a ship is damaged the game does not update the TDC with the new speed. Hopefully this will be corrected very soon as their are fixes in testing.

Ahh, so I either have to guess at where I should be aiming or learn how to do manual targetting? :cry: Im assuming the only way to change the settings is with auto targetting off?

Further to that, coming from SH3 that had a weapons officer to do the hard stuff.. I dont see anything like that in SH4? Is there any way I can cheat in SH4 like you could in SH3 in this regard? I see buttons for sending AOB and Range to the TDC but nothing for speed? I guess speed is fairly easy to judge though...

I just havent got my head wrapped around the manual targetting...

I know I know.... :yep:

sgtabell 12-07-08 07:04 PM

I noticed a troop ship last night. Put three torpedos in her, she circled a bit, and picked her up again 60 miles or so down the path with her escorts. She was listing greatly when I left, (looking through camera, saw the three big holes).

When I ran into her again, no damage or listing.

Is it possible I screwed something up with the patch when I did a file copy or is anyone else noticing this.

Thanks,

Sgtabell

tater 12-07-08 07:28 PM

I think this is an engine related issue. Ship groups are abstracted until the player is within ~20nm, at which point they are created by the engine. If a ship you have been watching leaves that radius, it is once again abstracted. To be honest, I'm not even sure if it tracks units removed from the group.


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