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In reading your earlier posts, did you reinstall RSRD after the patch? If you didn't then this might be causing your CTD. |
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My advice would be start using JSGME...it will make things so much easier for you to track down where conflicts are. Just my two cents...:ping: |
May I enquire if one of the developers might want to comment on this?
Although the mod is the best I have seen so far for this game, this issue is definitely a "must be addressed"... I find it somewhat disturbing that the AI crew can see much further than I can. Today, under excellent daytime conditions (exc. visibility, no waves), the AI spotted a Hog Island Freighter and more than 20000 yards (and those things are pretty low profile actually). When looking myself I couldn't even see the slightest trace of smoke. This actually happens on a regular basis. The second thing that happened to me was under the following conditions: Daytime, moderate waves with winds at 8 m/s, partial cloudy skies... and good visibility... My S18 boat sunk while being app. 20 minutes away from Brisbane... Why? Because while being on time compression it rammed into a patrolling Kent Heavy Cruiser. Lucky for me I had a savegame and I tested. The visual range under these conditions was just slightly above 1100 yards (up to that, I could "lock" the cruiser, above that it just vanished into the fog.... This situation would not even qualify as fair visibility. I would expect to see the following: - AI crew detection is at the same range as a human player could see - Good Visibility should allow to spot (AI and Human) at a range of 8000-10000 yards, Fair Visibility should still be at 3000-5000 and poor should be at app. 500-1000 (all figures during daytime, no clouds and calm sea) - The fog density should be significantly reduced.... at the moment, good visibility feels like poor visibility in RFB 1.5 I would fix it myself... unfortunately I cannot find the files with the variables. Quote:
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I'm not a developer but remember that the AI vision ranges are supposed to mimic real life visibility ranges depending on weather conditions. You however, are looking at a computer monitor. Puffs of smoke and mast tops may be visible in real life but not on a monitor.
Your complaint about weather descriptions are valid, however, the enviro mods have pushed the game beyond original concepts and there may only be a few descriptions available. Fair may have to cover a wide range and actual visits to the bridge are needed. It would be nice if we could get icon warnings about the weather. Fog, and Rain in particular. |
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Unfortunately, the people who are/were the driving force behind the AI visual detection ranges aren't around that much anymore on the RFB forums. I'll see, though, if things can be tweaked for a future update.
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in what order
Hi all this will be my first time on RFB 2 plus pacth.............
i have been playing TMO... Can i have the correct order of install along with RSRDC... and can i apply the eax sound mod to this as well looking forward to trying this mod out thanks all for puting such effoert into this game...............:up::up::up: |
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If you look into the good visibility horizon fog parameter: scene.dat----->13.EnvSim----->14.EnvSim----->FogDistances----->[0]---->ObjetcsrelativeZmax you will see that it is set as "0.8", meaning that the fog appears at 80% of the maximum visible range. This is just 16.000 metres (!), meaning that in the last 4000 metres available you won't actually see anything rendered on screen, just horizon fog. Then, you can see that in the other weather parameters (1 to 3) for denser fog, there are some numbers that are difficult to consider "correct" The value for light fog (1) is 0.04 (800 metres!!!) // SH stock value ---> 0.5 (10000 metres) The value for medium fog (2) is 0.01 (200 metres) // SH stock value ---> 0,25 (5000 metres) The value for heavy fog (3) is also 0.01 (200 metres) // SH stock value ---> 0,05 (400 metres) I know that SH4 scene.dat worked slightly different than SH3 because now we have volumetric (3D) fog, and I suspect that these very reduced values were set by W_clear to account for that 3D fog. But they might have a perverse effect in the crew lookouts vs. screen rendering proportions. Specially the last two values should not be the same, and definitively, the light fog value is utterly wrong. This causes that as soon as light fog is present, ships will be almost invisible to the player. As a provisional measure, and pending an in-depth testing of this all, I would recommend reverting to following values in scene.dat: [0] No fog --->ObjetcsrelativeZmax=0,95 (Fog starts at 19.000 metres) [1] Light fog --->ObjetcsrelativeZmax=0,5 (Fog starts at 10.000 metres) [2] Medium fog --->ObjetcsrelativeZmax=0,25 (Fog starts at 5.000 metres) [3] Heavy fog --->ObjetcsrelativeZmax=0,05 (Fog starts at 400 metres) And I have already made those changes in this file here (Luke I hope you don't mind I didn't consult you previously): It would be very important that all RFB users who experience this problem download it, and provide feedback about situations in which their crew has spotted enemy ships and yet they were not visible rendered on screen. The report should include: -Day and hour -Location (General area will suffice, f.e. Philipines Sea, Palaus, Japan Coast, Kuriles...) -Fog amount (Use the report weather button) -Wether you are using volumetric fog (NOT recommended by now) or not With some feedback on this and a bit of testing I think that we should be able to solve the problem of not seeing what our crew sees. Tweaking the opposite problem (Us seeing something the crew has not noticed) is however much more difficult, because certain sensor stock bugs have a role here (Read more about it in the RFB manual if you are interested) Thanks all :salute: |
It's worth it to note that that "passionate guy" about the ridiculous number of torpedoes to sink things says in at least one case fired 5 torpedoes... but not all at once. If I remember correctly shooting 1 torpedo an hour for 5 hours is different than 5 torpedoes hitting inside 60 seconds. Also I never got info on whether the torpedo hits were spread out or not.
And as I recall in 1.52 attacking any target that hadn't been given the "magic touch" or a proper flooding model was absolutely frustrating to deal with as I'm sure that invincible jap CVL was. Did RFB2.0 include the RCM Imperial radar mod? I had a version that was merged with 1.52's files and I was wondering if I should do that again for 2.0. It looks like the fog is pretty universally called out for being too aggressive, especially if the weather algorithm is still so eager to hand out lesser visibilities as in stock. I hope it gets resolved. I can't wait to wade back into SH4 and provide some passionate, constructive feedback. ;) |
Alright, this is strange. After further testing, I tried to play a Tambor class in 42 on one of the single missions. I have the spaces for the planesmen, yet I don't have them on the Tambor in the campaign I continued:hmmm: I loaded the patch in port befor shoving off, so I can't figure it.
Nevermind. Started a new campaign in Tambor, April/42 all seems well now. |
I have been playing around with this and am very impressed so far with the attention to detail.
Regarding my earlier question, I see the RFB stadimeter method only works for a "camera target". For a target which is listed in the recognition manual, you still have to use topmast height. Finally, the manual states that RFB is not compatible with "environment mods", but the "Pacific Environment" manual says the RFB team was coming out with a RFB version. Was this done? I cant seem to find it. |
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Since I kind of brought this issue up, I am going to test right away and provide feedback. Just one more comment to make sure. I was not complaining.... just pointing out that there was something severely wrong. |
The addition of RFB along with TM mods make SH4 a truly great sim. My only "issue" is the TBT view, I miss the two lens look. Is there a way to return it to the two lens look ?
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