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Such a long thread...and so confusing...
Does the present version (1.52+ patch) include PE4 already? If not, what installation method should I use? |
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The present version plus patch dose indeed include PE:yep: |
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Correct!:up: |
This is odd...
After running into the lock problems (while using auto targeting) I managed to sink the target I encountered said problems with (several torpedoes later...). While enroute to my home port, I encountered another target. Missed with a torp or two, then came in to see what damage I could do with the deck gun. Good news is that the 3' deck gun can sink a Hog Type A if you put enough shells below the waterline. Used about half my shells and she finally slipped under. During this surface engagement (note that I would not have attempted this in the presence of a DD, aircraft, or an armed merchie), I got too close to my target and took some ramming damage. It wasn't bad. Minimal damage to the aft section. Nos. 2 & 4 engine were damaged slightly (0.19 I think it was). Aft torp room took some damage, but less than 0.5. The engine room itself flooded to 'critical'. There were minor injuries to the crew in the affected sections of the boat (no more than 3 hp). The odd thing is that none of the damage could be repaired while returning to base, even after I put those with the highest mechanical on the damage control team. And yes, I made sure to put the damage crew on duty (had to keep turning 'em on after they'd get tired and the light would shut off). So I'm sitting in base and on the crew management screen, it still shows the engine room being flooded... |
Target "lock" problem
I know there has been a lot of posts lately regarding the auto targeting losing the "lock" on targets at long distances (over 1000 yards) and I thought I'd put my two cents worth in. I'm finding this problem while using the stock game!!
Yes, that's right. I just had the problem occur during a test patrol. It was my first encounter with a target on a new campaign from Pearl, Dec 1941. The seas were rough, but at periscope depth I could not keep the target on lock until it came very close. I should point out my campaign settings (at the intro screen where you type your name) was set to "very hard", but back at the Captain's Office I had set all the options for game play to zero realism, giving me auto targeting. As I said, the seas were rough. On hind sight I may have done better if the sub had been raised out of the water a bit (deck's awash), but it creates the thought that RFB may not be entirely at fault for this noticeable problem. On my next encounter the "lock" seemed to work fine, with a calmer sea state. I bring this information to the table because so many times there can be inaccurate conclusions drawn about a problem when there may be little we can do about it. The point is the loss of target lock may be inherent to the game itself not to the mod your using. As a work around (besides using the deck's awash principle; just a couple of feet may make the difference), try to "trun on" the Position Keeper when you do have a "lock" on target. Pointing the scopes verticle center line somewhere on the target and pressing the lock key will snap the scope to the center of the target. Press the grey lower right hand button on the PK, it will turn red when on. You should see the PK dials quickly move to the correct positions for your sub and the targets. If your on auto targeting, lower your scope and go take a powder. The PK will keep track of the target. You won't have to check it again unless the target (or you) makes a course change. When the lower sub dial has the arrow almost front and center; and the top dial shows the target at a 90 degree angle to the sub. Your ready to make boom. Although it's wise to recheck the target with the scope ever so often, even on auto targeting. If the target has made a course change turn off the PK, position the scopes verticle line on the target again, relock, then turn the PK back on. The new settings will snap to on the PK and your all the more closer to firing. |
Well put Captain! Yes the lock can be an issue. I have found that in my game play as my tactics evolved and refined especially with O'Kane and Cromwell attacks that the need to "lock" is pretty much moot.
If you become a PK expert, of which I am not and is my next challenge; one as the Captain states will make you very aware of the situation and position and will go a long way in giving you that warm feeling in your tummy. I think that the lock comes into play in those more random situation where one happens to run into a single merchant in the gloom and you have to setup fast for a quick shot. Remember, these guys kept the scope up a max of 7 seconds and boom down went the scope. Even though you are doing this a lone, you can collect the data in 7 seconds pause the game and do your charting whether on paper, Whiz Wheel, Is Was or MoBo, develop the firing solution and see if its even worthwhile to take the shot or make an approach. Nine times out of ten you are bound to be out of position, bad firing solution, or just taking to big a risk. Not every ship you spot is going end up in your log book as sunk. Many will go by and they are just not worth the risk. I know its tough to not attack and/or sink something. If you really need to destroy something there is always COD4 to get it out of your system. Man I drone on....sorry guys. |
Here's a quick question for the RFB experts. I asked this already over at the OM thread, but I wanted a second opinion from this side.
I see that Operation Monsun can be installed over RFB & RSRD, and the readme information implies that they are compatible. However, OM does overwrite some files from RFB/RSRD in the process, so I'm wondering if OM "breaks" anything in these mods as it installs. In other words, is it possible to jump freely back and forth between German and US campaigns with OM installed on top of RFB/RSRD? Will nothing on the US-side be broken? Thanks! |
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I recomend to have a separate install for Op Monsun, you can add all the goodies and not go enabling/disabling to play
it will be less than 5 gigas and thats almost nothing considering the size of current Hard Drives, me personally I have: TMO+RSRD RFB+RSTD TMO for our pacific thunder campaing playing OpMonsun and: sh4 v1.4 clean sh4 v1.5 clean for restoring. I suggest you look up multish4 for explanation on multiple installs. Quote:
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Hi all!
I've been playing a career starting with an S boat in Brisbane in '42: everything's well, after the third patrol I've been offered a new command which I accepted but... my old crew got transferred wiht me so now I've got an S-class crew for a fleet boat, which is of course insufficient... just three comminssioned officers, not enough petty officers and so on. Even if I recruit all the sailors and officers presentiat the base I can't complete my complement! In particular there aren't enough commissioned officers: it fells wrong to sail a fleet boat with just a Lt jg. and four Ensigns!:damn: I don't remember this happening with the earlier versions of RFB, so is it a bug? Is it intended? Does some sort of workaround exists?:hmm: |
I can't seem to get this mod to activate
I activate it in JSGME but nothing has changed when I run the game. Other mods work so I don't know what i've done wrong :( |
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range with rec. manual
Ive read RFB manual but still hit problems.Is it Always highest funnel on warships xpt carriers?:-? ..I see some numbers in rec manual that make me wonder since ships "similar" seem to have vastly different base height .And(from stock I guess)some ships are completely similar in book but differ in data like Hatsuharu Shigure class DD and Hatsuharu class DD.
Heres a good example that make me unsure:Large modern composite frighter has it s mast top at 115 feet..(weight 7168 tons) compare with Katori class cl with 6300 tons and given a funnel(a small one) height at 116.8 feet. just make me wonder:hmm:can this really be funnel height? some guessing is good but I feel like I shoot blind sometimes now.a ..any one knows something?:) Better example with two similar pics:Minekaze destroyer with height 33.5 ft vs Momi destroyer (with less weight) height 68.9 feet..would think it was the mast height of the Momi.. |
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I did once:oops: ..didn t extract directly and messed up |
I have created a quick fix for the target "lock" issue that has been with RFB 1.52. The thread with the download link is here. As a completed new patch is forthcoming this fix will be included. For now enjoy.
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