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

Blood_splat 12-21-08 07:54 AM

I'm having trouble with the sound. When I hit a ship I can only here the explosion when rotating my periscope to the left or right of the target.:damn:

Flanker15 12-21-08 09:05 AM

:up::up::up::up:
Great mod you guys have made! Could be SH4's answer to SH3's GWX?
Any info you can tell us on the progress with the warship realistic sinking mod?
Also does the realistic sinking for merchants applied for all boats of all countries, I haven't tried the U-boat yet?

Dutch 12-21-08 01:02 PM

Quote:

Originally Posted by Rockin Robbins
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.

Yes indeed Mr. Robbins I stumbled across your detailed postings of those attack plots after I posted here:oops:. I must say not only was it a fun read but a fascinating one. I might actually need step by step instructions since I am rather slow when it comes to trying something new but it adds a particular spice to the game now. Is it stickied or will I need to dig around for it?


EDIT: :oops: Once again. I see the link in your sig now. Looking into it right now. Thanks for the hard work Robbins! Its dedicated gentlemen like yourself and the RFB team and all the others that continuously mod and tweak this game that have given it a life it would have never had without you! The SH4 community can not thank you guys enough for all that you have done for us!


EDIT2: Quick question what settings do I need to have on? I have no map update or whatever on. Do I need that on?

Fish40 12-21-08 05:02 PM

Since I tried the Dick O'kane method, I haven't looked back! It works wonderfully:yep: After alittle practice, it becomes so easy, it feels like cheating!

Covak 12-21-08 05:06 PM

I actually thought the scope locking thing was intentional :) I was confused as to why I had nothing on my map, and confused as to why locking never held. But then I noticed that locking caused the target to appear on my map briefly and I thought "Ohhh, they turned L into a 'mark this position on the map' button."

I use the Dick O'Kane method and thought locking was merely a convenience, so that seemed like a cool change to me, heh.

Orion2012 12-21-08 07:13 PM

Quote:

Originally Posted by Covak
I actually thought the scope locking thing was intentional :) I was confused as to why I had nothing on my map, and confused as to why locking never held. But then I noticed that locking caused the target to appear on my map briefly and I thought "Ohhh, they turned L into a 'mark this position on the map' button."

I use the Dick O'Kane method and thought locking was merely a convenience, so that seemed like a cool change to me, heh.

Well, your kind of right, it wan an attempt to force the player to raise the scope and look around for targets, instead of them all appearing when the scope is raised, unfortunately all of that breaks the lock, completely breaks the auto-targeting as well as cause unusual issues with target spotting while on the surface.

The O'kane method works fine without ever even raising the scope. The whole issue with no auto-targeting made me start using manual targeting and now in my late war campaign, I dont even raise my scope, simply plot sonar positions and figure the speed with a nomograph calculation. I would say 3 out of 4 hit.

LukeFF 12-21-08 08:59 PM

Quote:

Originally Posted by Flanker15
Any info you can tell us on the progress with the warship realistic sinking mod?
Also does the realistic sinking for merchants applied for all boats of all countries, I haven't tried the U-boat yet?

We've not yet started on the warship side of the sinking mod yet. (Probably won't happen until after the holidays are over).

Yes, the ship damage model for the merchants is applicable for all countries and torpedoes.

Flanker15 12-22-08 02:34 AM

Awsome work!
Have good Xmas.

alanschu 12-22-08 02:47 AM

CHronometer???
 
Okay I feel super smart...

I can't seem to find the chronometer button anywhere! Is there a keyboard shortcut or am I just blind!?!



EDIT: TO people having issues with the locking, I find it is more consistent the slower you go (though I have had it stick around when I am going fast, but less consistently). If Ahead 1/3 isn't working, try setting your speed to 2 kts or even 1 kt.

Fish40 12-22-08 06:36 AM

To bring up the stopwatch, hit the "X" key.:yep:

alanschu 12-22-08 08:11 AM

Hahaha thanks.


I guess on one other note, Enter no longer fires torpedoes in RFB. I imagine that is WAD?

Fish40 12-22-08 08:32 AM

Quote:

Originally Posted by alanschu
Hahaha thanks.


I guess on one other note, Enter no longer fires torpedoes in RFB. I imagine that is WAD?


If I'm not mistaken, you are correct about this. It's just as well, because I can't remember how many times I accidentaly fired a torpedo by mistakenly hitting the enter key.:oops:

cgjimeneza 12-22-08 11:46 AM

the Enter key
 
Quote:

Originally Posted by Fish40
Quote:

Originally Posted by alanschu
Hahaha thanks.


I guess on one other note, Enter no longer fires torpedoes in RFB. I imagine that is WAD?


If I'm not mistaken, you are correct about this. It's just as well, because I can't remember how many times I accidentaly fired a torpedo by mistakenly hitting the enter key.:oops:

concur, the ENTER firing happende way too often to be a "keeper", better fire on the firing buttons only

alanschu 12-22-08 07:08 PM

Haha, it almost made me bork a shooting solution one time as I frantically was hitting enter...then spacebar......then swearing. Then I was like "Maybe the big red fire button will work!!!!"


And it did! Whew haha.


I have a question about the damage model while I am here. It seems as though the compartments tend to be all along the ship, without much side to side damage. I have only seen a ship list to the side once, and it was very gradual (an old passenger ship that I hit with 4 torpedoes breaking across what looked like 6 compartments....was sad that she didn't even seem to slow down....stupid passenger ships). It seems to me that focusing on hitting compartments more to the bow or stern will have the best results, rather than a spread (though most ships the spread still works)

I just added RSRDC and I had a great time approaching a megaconvoy of like 30 ships. As I was approaching a shooting solution, I saw a destroyer coming up about 1000 yards starboard, so I figured he'd detect me before long, so I fired blindly with 2 pairs of 2 torpedoes into the convoy, then dove. Two of the fishies hit on the port bow side of what looked like a large modern transport, breaking into the front 3 compartments. Took about an hour of me doing evasion when I learned I had sunk the ship.

Hopefully that will help the troops on the Philippines hold out just a little while longer. Bumped into another convoy later, and hit a large transport with 4 torpedoes (1 was a dud) and she sunk in about 20-30 minutes. I dove deep (was in an S-18) to reload, then surfaced, firing two torpedoes at a smaller transports that missed (they ran low in the choppy seas), and as I was turning, found another bigger transport. Fired my last two torpedoes and one failed to arm and the other hit perfectly in the middle of the ship. She didn't sink unfortunately.

alanschu 12-23-08 05:43 AM

Hmmmm, what is the minimum depth on the Mk 14?

I tried setting them to as little depth as possible (<5 ft I would presume) but I still ended up having 3/4 torpedoes miss underneath a Small Modern Composite freighter.

Just want to make sure I am not doing anything wrong. Just standard early war low running torpedoes?


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