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)

LukeFF 12-19-08 01:03 AM

Quote:

Originally Posted by Sardaukar67
Also, repeated direct hits to merchant deck gun do not put it out of action. I tested that by getting very close and hitting merchant deck gun with 6 x 4" shells. It kept on firing.

We plan to tweak this in the further work planned for the ship damage mod.

Dogzero1 12-19-08 07:37 AM

I'm dying to play this mod again Folks, any chance of the new updated version with the fixes soon? Maybe a xmas present?:up:

Thanks

Andy

Sardaukar67 12-19-08 10:45 AM

Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by Sardaukar67
Also, repeated direct hits to merchant deck gun do not put it out of action. I tested that by getting very close and hitting merchant deck gun with 6 x 4" shells. It kept on firing.

We plan to tweak this in the further work planned for the ship damage mod.

Great news! Thanks!

Malakie 12-19-08 11:34 AM

Well after going through all that I realize how the problems do affect game play. I am not a good manual TDC player so I usually let the automated function aim things. And at a convoy of 14 ships, I launched ALL my torpedo's and hit two ships. I then remembered reading about the speed setting bug and realized things were definitely causing an issue to the point it is not playable for someone like me with the mod until that is fixed.

I also found another major problem... is this also part of this mod issue or is this something else? The other problem I found is that I costantly loose my target lock. It will not stay locked on a target. I have a close approach, point either scope at a target, hit 'L' to lock and it does... then in a matter of only a couple seconds the lock breaks. There is not even enough time to fire torps this way. I have tried changing the depth of the sub thinking I was to deep at periscope depth but that changed nothing. So is this also a known issue in this mod as well or something else I am seeing?

BTW as mentioned in a earlier post, this is a brand new clean and patched install to 1.5 and I have only installed RFB and RSRD.

Orion2012 12-19-08 12:32 PM

Quote:

Originally Posted by Malakie
Well after going through all that I realize how the problems do affect game play. I am not a good manual TDC player so I usually let the automated function aim things. And at a convoy of 14 ships, I launched ALL my torpedo's and hit two ships. I then remembered reading about the speed setting bug and realized things were definitely causing an issue to the point it is not playable for someone like me with the mod until that is fixed.

I also found another major problem... is this also part of this mod issue or is this something else? The other problem I found is that I costantly loose my target lock. It will not stay locked on a target. I have a close approach, point either scope at a target, hit 'L' to lock and it does... then in a matter of only a couple seconds the lock breaks. There is not even enough time to fire torps this way. I have tried changing the depth of the sub thinking I was to deep at periscope depth but that changed nothing. So is this also a known issue in this mod as well or something else I am seeing?

BTW as mentioned in a earlier post, this is a brand new clean and patched install to 1.5 and I have only installed RFB and RSRD.

There are patches in testing to resolve the issue.

Of the few patrols I've done with the newest beta patch, only 1 failure to generate a solution. (AKA Auto-targetting)

^ Hope no one minds me saying that :D

Malakie 12-19-08 01:08 PM

Quote:

Originally Posted by Orion2012
Quote:

Originally Posted by Malakie
Well after going through all that I realize how the problems do affect game play. I am not a good manual TDC player so I usually let the automated function aim things. And at a convoy of 14 ships, I launched ALL my torpedo's and hit two ships. I then remembered reading about the speed setting bug and realized things were definitely causing an issue to the point it is not playable for someone like me with the mod until that is fixed.

I also found another major problem... is this also part of this mod issue or is this something else? The other problem I found is that I costantly loose my target lock. It will not stay locked on a target. I have a close approach, point either scope at a target, hit 'L' to lock and it does... then in a matter of only a couple seconds the lock breaks. There is not even enough time to fire torps this way. I have tried changing the depth of the sub thinking I was to deep at periscope depth but that changed nothing. So is this also a known issue in this mod as well or something else I am seeing?

BTW as mentioned in a earlier post, this is a brand new clean and patched install to 1.5 and I have only installed RFB and RSRD.

There are patches in testing to resolve the issue.

Of the few patrols I've done with the newest beta patch, only 1 failure to generate a solution. (AKA Auto-targetting)

^ Hope no one minds me saying that :D


Just to clarify, is that BOTH issues I mentioned?

Orion2012 12-19-08 02:55 PM

Malakie, by "speed bug" do you mean the failure to update the speed of a damaged ship?

If so then yes, both issues.

Nightmare 12-19-08 04:58 PM

I haven’t tried this mod since a very early version so I thought I’d give it a try again. I’m really impressed with everything and looks to be a keeper. My only issue is the hitting “L” to lock on to the cruiser will only hold for a few seconds when doing the torpedo training. Found the “issue” mentioned on page 36 of the RFB manual.

Since I play full manual on my realism settings, I was wondering how do you guys cope with this? I used the lock on to keep the scope centered while I quickly input the range and AOB.

Malakie 12-19-08 09:09 PM

Quote:

Originally Posted by Orion2012
Malakie, by "speed bug" do you mean the failure to update the speed of a damaged ship?

If so then yes, both issues.



Yes that is the speed bug update on damaged ships that I was referring to... and for the loosing 'lock' on a target as well...

Crap now I will have to play without the mod until this is fixed as I am just not one to manually figure out that stuff... I hate math! :-?

LukeFF 12-19-08 11:53 PM

Quote:

Originally Posted by Dogzero1
I'm dying to play this mod again Folks, any chance of the new updated version with the fixes soon? Maybe a xmas present?:up:

We're still working on fixing some issues with changes we have made to the ship damage mod. No timetable on when this will be done. Sorry. :( It'll be released as soon as it's ready.

Task Force 12-19-08 11:54 PM

take your time RFB team. Its better to have afiew not buggy patches than a lot of buggy patches.

Dutch 12-20-08 01:35 AM

Does anyone have a workaround for the scope not locking? Great mod btw guys I'm loving/hating the amount of realism in it. Loving the emersion, hating the duds but hey thats it was. Thanks, please keep up the good work!

Dogzero1 12-20-08 06:44 AM

Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by Dogzero1
I'm dying to play this mod again Folks, any chance of the new updated version with the fixes soon? Maybe a xmas present?:up:

We're still working on fixing some issues with changes we have made to the ship damage mod. No timetable on when this will be done. Sorry. :( It'll be released as soon as it's ready.

OK, thanks. Keep up the great work. I and many more appreciate it.

Merry xmas.:up:

ancient46 12-21-08 12:49 AM

I have found that staying above 40 feet will help with the lock problem. Of course that is really no help in daylight since the targets can see you and shoot at you

Rockin Robbins 12-21-08 06:48 AM

Quote:

Originally Posted by Dutch
Does anyone have a workaround for the scope not locking? Great mod btw guys I'm loving/hating the amount of realism in it. Loving the emersion, hating the duds but hey thats it was. Thanks, please keep up the good work!

Why, yes indeed, we have the "problem" handled with the Dick O'Kane, John P Cromwell and Vector Analysis attack methods. None of them call for locking the periscope at any time.

At the very least, those three methods can tide you over until the RFB Team gets the update just right.


All times are GMT -5. The time now is 08:31 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.