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

LukeFF 03-24-09 06:20 PM

Quote:

Originally Posted by Regio Sommergibile (Post 1071279)
What about the 2.0 release ? i read about it on your forum discussion...;)

Long way off. We're hashing out a lot of stuff right now.

Regio Sommergibile 03-25-09 08:45 AM

thanks i just wanted to know smth about it :up: i'm really enjoying your work so....

Fish40 03-26-09 04:26 AM

Quick question. I know I read it somewhere befor, but I can't recall where it was. I'm running the current version and patch. It's Sep/43. I'm in a Gato class on my second patrol. After docking from my first patrol (Home port is Fremantle) I was notified my boat was being refitted with the new style conning tower. While being refitted, I noticed I could aquire the forward mounted DG, which I obtained. The problem is I now have no crew spaces to man the DG. I could man it myself however, but no spaces for my virtual crewmembers.

LukeFF 03-27-09 12:46 AM

Quote:

Originally Posted by bond672 (Post 1070328)
please can someone load this MOD on anything other than filefront!! the speeds are slower than my Gran on her zimmer!

cheers
regards
Bond

As a matter of fact, yes. :) Check out the new downloads section here at the site.

RFB Team 03-27-09 12:52 AM

All,

We've updated the download links in the first post. You can now download either RFB 1.52 or 1.4 right here from Subsim (note the comment I made about the Subsim download).

The FileFront links will remain up until the site closes down at the end of this month.

msalama 03-27-09 02:08 AM

Guys, I have a huge problem with RFB now after doing some computer spring cleaning (and re-installing SH4 among other things). I'm using both RFB and RSRDC patched to current and installed with JSGME as per instructions.

It seems that the mods and my GeForce 7600GS refuse to work together for some reason. When I start a patrol everything is OK until I switch stations, after which my vertical sync goes all apedoodoo and the picture starts to jump up and down. The sync locks again if I alt-tab to DT for a brief moment, but when I go back the game then loses the card's AA & AF settings and everything goes all shimmery and jaggy. And the same thing happens again at the next station change!

The picture stays stable if I force the vertical sync on from the NVIDIA display panel, but then my framerate lows drop to some 3-4 FPS making the game totally unplayable. And the AA & AF problem still remains regardless.

Any ideas whatsoever anyone? The stock game works flawlessly so I'm afraid we can't even blame UBI this time :damn:

EDIT: Got it working. Boy, was that a weird gig. Went something like this:

* Reinstalled - no dice
* Reinstalled again - ditto
* Tried stock - works fine
* Tried some smaller mods - ditto
* Dediced to try RFB once more - not working
* Desperately combed through the config files - stumbled on env.cfg in the env directory - changed Seainfo01/Compressed to yes - works like a charm now

Just FYI...

sunbeam_cz 03-27-09 11:39 AM

too little holes
 
Hi my lovely RFB team :salute:

Damage model for sinking ships is really awesome!!

But - I have noticed that only first holes in ships are visual (5-7) then I can hit it with everything I have(torps too) and there isnīt even a scratch!!
for example: I have torped large merchant ship(laarge hole appered),then surfaced and started to deckgun it(4 smalller holes appeared) but that was all.I tried to torp her again in front - hit, but no more hole again... :wah:


When no hole appers does it mean that there was no penetration/flooding??? cause when I hit simple merchant with torp there must be always penetration,or not?

I wonder if there is some graphic hole restriction in system code or what? :damn:

thx for answer

AVGWarhawk 03-27-09 12:48 PM

Quote:

Originally Posted by sunbeam_cz (Post 1073146)
Hi my lovely RFB team :salute:

Damage model for sinking ships is really awesome!!

But - I have noticed that only first holes in ships are visual (5-7) then I can hit it with everything I have(torps too) and there isnīt even a scratch!!
for example: I have torped large merchant ship(laarge hole appered),then surfaced and started to deckgun it(4 smalller holes appeared) but that was all.I tried to torp her again in front - hit, but no more hole again... :wah:


When no hole appers does it mean that there was no penetration/flooding??? cause when I hit simple merchant with torp there must be always penetration,or not?

I wonder if there is some graphic hole restriction in system code or what? :damn:

thx for answer


Damage texture does not always show. If the torp went off when hitting the ship, damage was sustained. The damage texture is eyecandy and fun but that is all it really is.

Te Kaha 03-27-09 04:14 PM

Quote:

Originally Posted by AVGWarhawk (Post 1073207)
Damage texture does not always show.

Add to this that all damage texture is lost when reloading a saved game.

sunbeam_cz 03-28-09 07:51 AM

2 questions
 
1)How does work air search radar? I mean I have "bought" it on June1942 (I have only air search yet) and I cant it turn it on. Do I need to buy surface radat too and then it will work?
2) I have started carieer with Gar class is any chance that i could later exchange it for better class?I mean will game offer me a better class later?

using: patched RFB1.52+patched RSRDC_RFBv15_V420

JREX53 03-28-09 09:34 AM

sunbeam_cz,

Question 1: Your Air Search Radar is on all the time when you are surfaced.
You'll get reports like "Very fast contact at 330 degrees". "Very Fast" contacts are usually airplanes.

Question 2: Yes, you will be offer new submarines, but that is determined on how well you do with your current submarine.

Armistead 03-28-09 12:46 PM

Time to give RFB a try. Have been using TMO1.7RSRD.

I am using the new real env with the fog fix. I'll read again, but seems it wasn't ready for RFB..anyone know.

After I load RFB, what other mods are you guys using. I read about ROW, anything I need to load.

I assume they're are patches. If anyone knows the dl order so I get no conflicts...would be nice.

msalama 03-29-09 04:53 AM

Yup, definitely got it working now. Just want to thank you guys for a brilliant realism mod once again. In a pig boat at the moment... and will be for the rest of the war, too, this time b/c I want to see if it's doable. A nice challenge that!

Got off to a good start anyhoo, 2 large merchies sunk already from a HUGE task force off the Philippines west coast. Got awfully hairy with the DDs though - and there were like 15(!!!) of them too - but escaped unharmed nevertheless :ping:

I suppose the new RSRDC has added those larger convoys / TFs b/c I'm pretty sure they weren't there before?

S!

Peto 03-29-09 01:47 PM

Quote:

Originally Posted by msalama (Post 1074153)
I suppose the new RSRDC has added those larger convoys / TFs b/c I'm pretty sure they weren't there before?

S!

Lurker has had those in for a while but they do tend to slip by me more often than not :shifty:. Those are historical groups which include the ships that were actually involved. I found 1 a couple weeks back and was able to slip in, sink 1 Old Passenger Liner and slip out undetected. It took about three hours before my trusty S-36 was clear. I'd like to say the approach and evasion was pure genius but luck was a huge factor :yeah:!

AVGWarhawk 03-29-09 01:55 PM

Quote:

Originally Posted by Armistead (Post 1073792)
Time to give RFB a try. Have been using TMO1.7RSRD.

I am using the new real env with the fog fix. I'll read again, but seems it wasn't ready for RFB..anyone know.

After I load RFB, what other mods are you guys using. I read about ROW, anything I need to load.

I assume they're are patches. If anyone knows the dl order so I get no conflicts...would be nice.



RFB incorporates the enviro mod and the new 2.0 they are working on incorporates the newest enviro mod by Kriller/WC. Really, all you need is RFB and RSRD.


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