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-   -   [REL] Real Fleet Boat (https://www.subsim.com/radioroom/showthread.php?t=111770)

Forlorn 05-05-07 12:07 AM

Quote:

Originally Posted by Beery
In my view the real way such so-called 'copy protection' serves the software companies is by getting extra revenue from players who have lost their game disk.

Losing never happened to me, I actually lost 3 discs plus 3 drives when the standard high speed drives crash an older cd, splittering everything inside the drive. And guess what: old games you can't get from the companies anymore. :( Thank God for the iso I do of all my games.

t0maz 05-05-07 07:43 AM

Quote:

Originally Posted by Beery
I think we covered this earlier in the thread. What I did was set the wave attenuation in Sim.cfg to 0.03. It's fixed in the upcoming RFB 1.23. It's an easy fix for anyone to do so I figured I'd let everyone have a go at it instead of issuing a bugfix.

So we need change this value to 0.03 or to 0.75? ( I've read somewhere in this forum that 0.75 is the min value to boat not use compressed air to maintain on surface)

By the way RFB is lot of hard work and thank you for that :up:

Some questions and propositions of mods to merge:
- Fix to foltilla.upc to prevent too early retirement (mod by Ducimus)
- Is Nomograph compatible with any resolution?
- 9km visibility (mod by Kosh)
- is the radar issues fixed (heading south)? :ping:
- JP Dimension Fix 1.2b (mod by Krupp)
- Meridians slower life boats (less damagefull to not sink destroyers when crash)
- Fix_USTorpBomber (mod by Anvart)

Sorry if some questions was already answered somewhere but im time limited and searchings infos in readme of RFB.

Thanks again for great job :rock:

t0maz 05-05-07 07:56 AM

And maybe better scopes modded by l3thal?
I think those mods are realistic so they are worth to merge with RFB.

Beery 05-05-07 08:57 AM

Quote:

Originally Posted by t0maz
So we need change this value to 0.03 or to 0.75? ( I've read somewhere in this forum that 0.75 is the min value to boat not use compressed air to maintain on surface)

0.03 has not resulted in any loss of compressed air in my tests so far. I'm still testing though. At the moment I believe that the compressed air problem is being caused by another mod that conflicts with the 0.03 value.

Quote:

- Fix to foltilla.upc to prevent too early retirement (mod by Ducimus)
I've fixed this myself in the upcoming RFB version. I haven't seen Ducimus's version but I'm guessing he probably fixed it in the same way I've done it - I don't see any other way of fixing it.

Quote:

- Is Nomograph compatible with any resolution?
As far as I know, yes.

Quote:

- 9km visibility (mod by Kosh)
This will not be in RFB because the old 16km mod played havoc with all sorts of AI settings. Because of the HUGE amount of time I spent trying to get the SH3 'visual distance' mods working properly in SH3 I have a pathological fear of these mods and I avoid them like the plague.

Quote:

- is the radar issues fixed (heading south)?
No. This is another mod that has potential 'blowback'. I'm trying to give myself an easier time with RFB, so I'm avoiding this mod and hoping that the devs address the issue. If not I'll put this mod in (with the author's approval) after the devs have finished patching the game.

Quote:

- JP Dimension Fix 1.2b (mod by Krupp)
- Meridians slower life boats (less damagefull to not sink destroyers when crash)
- Fix_USTorpBomber (mod by Anvart)
I haven't seen these. I'll look into them. Probably not on the US torpedo bomber because of the limited impact it has on the game (I'm not including any mod whose effect is so rare as to be virtually invisible).

On the scopes mod by l3thal, I'm looking into it.

flymar 05-07-07 01:38 AM

Thank you Beery for this mod. The game is playable now:)
I have few remarks.
1) The sonar contacts on map are now less visible - hard to ascertain the distance. Now I need to go to sonar room, roll the device and ask a man bout the distance. Is it possible to make lines more distinct? (And red maybe - I preffered the colours in SH3:))
2) Event camera for torpedoes now works with 1st torpedo. To "unlock" this wiev it I have to time compress >4. I have other mods but I don't think they messing with the gameplay.
3) The ships are gone with maximum 2 levels of magnification on nav map. I think you got rid off the ship figures to keep the realism, but I guess the squares should stay.

BTW. That's my first post on this forum so... hello;)

Beery 05-07-07 06:26 AM

1 and 3 are realism features - both exist to reduce the pinpoint accuracy of the game's contact position so that contact positions can be arrived at using skill rather than having them presented to us on a platter. Number 2 is due to someone else's mod - RFB doesn't do anything with the event camera.

t0maz 05-07-07 07:26 AM

Quote:

Originally Posted by flymar
1) The sonar contacts on map are now less visible - hard to ascertain the distance. Now I need to go to sonar room, roll the device and ask a man bout the distance.

Use stadimeter in periscope to determine the range. For better results use JP Ship Dimension Fix MOD. There could be still some small error in range but it is just realistic. AOB and target speed are more important for good torpedo shot.

t0maz 05-07-07 07:35 AM

Thanks Beery for your reply.

I will test 0.03 wave amplitude in my new campaign on s-18 boat.
If there will be some problems with compressed air I will try bigger values,
and send you feedback ;)

Beery 05-07-07 07:56 AM

Quote:

Originally Posted by t0maz
Thanks Beery for your reply.

I will test 0.03 wave amplitude in my new campaign on s-18 boat.
If there will be some problems with compressed air I will try bigger values,
and send you feedback ;)

I've tracked down the compressed air bug - it is indeed a bug in the stock game that causes problems with values under 0.75. However, it only becomes a problem if you run at speeds of 64x to 1024x - below those speeds you're not going to notice it because we tend not to stay at those speeds for very long during storms and above those speeds the bug goes away.

The problem is made worse if the player saves the game during a storm.

I'm looking for better ways to stop the 'flying sub' problem but so far the 0.03 waves attenuation value seems to be the best way. For me the compressed air loss issue is a minor concern because I usually run at either 1x or 4096x unless I'm heading in to port or doing an 'end around' on a convoy in which case it's not an issue anyway because I'm surfaced.

Beery 05-07-07 08:35 AM

The latest version of RFB is now available. The biggest change that I'll probably get flack for (hehe) is the reduced contact reporting. Then there's the reduction in AA gun effectiveness and the adjustment in the aircraft DMs which brings RFB into line with RUb's model. I've also reduced the deck gun effectiveness to bring it into line with RUb's model. All of these things increase the immersion by making the player work to find targets (there are just as many ships out there) and by making guns as ineffective as I believe they were in reality, but all of these changes will, I'm sure, be controversial as they increase the player's workload and make things harder to kill.

The stuff I won't be getting flack for includes the base change advisories, the fix for the 'mothballed the sub and you' bug, the new buttons on the orders bar, the new ships, the new campaign start screens and the corrected dates of service for all subs and torpedoes.

Graf 05-07-07 09:07 AM

Awesome Beery! Thanks! :D

Using RFB with Hardcore Torpedo mod makes sinking those Japanese merchies an almost impossible task. I'm always on the edge of my seat and sometimes cursing afterwards. ;)

perisher 05-07-07 09:29 AM

Superb.

t0maz 05-07-07 09:45 AM

Quote:

Originally Posted by Beery
Quote:

Originally Posted by t0maz
- Fix to foltilla.upc to prevent too early retirement (mod by Ducimus)

I've fixed this myself in the upcoming RFB version. I haven't seen Ducimus's version but I'm guessing he probably fixed it in the same way I've done it - I don't see any other way of fixing it.

U have different solutions, he (Ducimus) NULL'ed out end date in AvailabilityInterval in UserPlayerUnitType. Your sollution is more realistic because if some sub is unavalible in every base the skipper will be rataired, but...

Quote:

[Flotilla 2.Base 3]
ID= Fremantle
(...)
AvailabilityInterval= 1942-02-28, NULL

[Flotilla 2.UserPlayerUnitType 1]
ID= F2Sboat
NameDisplayable= S-18 class
AvailabilityInterval= NULL, 1942-06-19
(...)
IDFlotillaLinkTransferTo= BrisbaneCommand
I think that in 1942-06-19 u will be retaired.
But S18 i still on use after that date ie. Brisbane:
Quote:

[Flotilla 3.UserPlayerUnitType 1]
ID= F3Sboat
NameDisplayable= S-18 class
AvailabilityInterval= 1942-04-26, 1943-06-21
IDLinkUserPlayerUnitType= S18
And later in Pearl Harbour.

Question is, what is more realistic?
-Retairing S-class skippers ie. in Fremantle at 1942-06-19
-Or keep them to the end date of flotilla (NULL'ed player unit avability end - yes it is not realistic in this point) and then they will be transfered to base where avability of they sub class will be longest (in those base we keep player unit end date not NULL'ed).
In second scernario player can use sub until it is avalible in any base, after that he will be rataired if no promotion to newer sub class was occured.

What's your opinion? Is that make sens? ;)
What is more real? Retiring those skippers or keep them some more time?

And again, a lot of nice work in 1.23 - congrats and thanks! :up:

Beery 05-07-07 10:03 AM

Quote:

Originally Posted by Graf
Awesome Beery! Thanks! :D

Using RFB with Hardcore Torpedo mod makes sinking those Japanese merchies an almost impossible task. I'm always on the edge of my seat and sometimes cursing afterwards. ;)

Is that hardcore torpedo mod finished? I thought it was still a work in progress. If it's done I might see if I can grab it.

Beery 05-07-07 10:18 AM

If Ducimus used a different solution I'm not sure if mine's 100% effective. I've tested it a couple of times and it seems to work (actually I was surprised that it worked because I hadn't intended it as a forced retirement fix).

Quote:

Originally Posted by t0maz
Question is, what is more realistic?
-Retairing S-class skippers ie. in Fremantle at 1942-06-19
-Or keep them to the end date of flotilla

The S-class boats are the only ones where I had to make a conscious decision not to extend the time in service beyond the historical dates in order to give 100% transfer options. The reason being that S-class skippers usually got assigned to training duties so the times in service often don't overlap. Basically if you're on an S-class boat you need to impress the top brass so you can get a new boat assignment ASAP.

If you're in an S-boat based at Pearl you get the option to transfer to Alaska for a month before the boat gets mothballed. If you're in Fremantle or Brisbane you're headed for training duties unless you can impress the top brass enough to give you a different boat. If you end up in Alaska you're totally screwed unless you can transfer to Pearl or Brisbane or Fremantle and get assigned a different boat.

The thing I don't get about the 'forced retirement' bug is that people in Gato and Balao boats are experiencing it - if you get onto one of those boats there shouldn't be any forced retirement - they stay in service to the end of the war. I think the game sometimes lists your career based on your initial boat and retires you based on its service dates and not those of your current boat. If that's the case it's something that, if we want realistic service dates for the subs (and I certainly do), only the developers can fix.


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