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

bertle 04-21-09 02:57 PM

new to the mod and need something clearing up

I turned manual targetting off because it's not my cup of tea while I enjoy realism in most other areas but I intercepted a small japanese convoy and after hitting the lead ship with two torpedoes I began to have trouble. The target speed indicator became locked at 17 no matter if I was aiming at a stationary target, a slow target or a fast target. I thought i'd pressed the position tracker button accidently but no. Nothing I could do would get rid of the speed value of 17. This made all my auto targetted torpedoes go off target (unless shooting at something going 17kts I guess)

it's fine if that's just how things are supposed to be and I have to enter the speed myself but I just wanted to know if this was intentional or not or if i've missed something simple

Brenjen 04-22-09 09:57 AM

I had the exact same problem, the auto targeting doesn't work correctly & makes the mod buggy.....keep using it & you'll see a few more things.

I like manual targeting but I'm still trying to learn it & the auto targeting helps me to see what I'm doing wrong so I use it here & there & then I use manual targeting for a while.

My 2 cents is that if you need to use auto targeting to get a hit you should either -

A: hunt in the harbors using manual targeting like I do (stationary targets are easy to line up & I'm better at evasion than aiming)

or

B: try using a combination of the other mods that gives you the same look & feel as this one but allows the auto targeting to work correctly

All that said; using the RFB & RSRDC mods are a joy to look at & play - thanks for all the hard work folks.

DaveR 04-22-09 12:23 PM

arc: no problem being blunt, thanks for the explainations. thought alot of this was probably sh4 engine problem, just whinning.

the 80 rounds freighter, forgot to mention that i had concentrated on the rear of the ship, until it looked like swiss cheese, then start working on other area's. as near as i could tell, the ship never sank any more from the point i started shooting it with cannon.

i think i have seen at least 2, if not more, of the sinktothebridge freighters and they were always doing 7 knots.

not sure what you mean by random, but sorry, i do not see it as a feature.

do you know? i was a big fan of sh1, (designed a plotting board to try radar plots); in the captains cabin, in the log or something, it had sun rise/set and moon rise/set/phase. miss that a whole lot. started a saved game and the moon came up full, where as the game's night before, i thought, was half. is moon phase random?

i can be a critical pia, but i'll say it again, rfb team is doing a very great awesome job.

edit: reread luke's post. yea, now remember, team did state that warship modeling was in next.

Arclight 04-22-09 03:13 PM

With the random I mean torpedo damage can vary a bit. Results in sometimes needing more torpedoes then you would expect. I must admit I never had any luck with the DG either, feels like a pee-shooter.

Ships doing 7kts while decks are submerged is just not something that can be fixed (as far as I know). Don't forget it's all just the SH3 engine with some polished graphics; it's 4 to 5 years old. Pretty much ancient in computer terms.

Not sure about moon phases, but I think I read that the stars are actually accurate enough for some old-school navigation. :hmmm:

Regio Sommergibile 04-22-09 03:47 PM

I know i may come inadeguate, in particular because of the main target of this mod but may i suggest somekind of graphic improvement addition ?? Smth like W_clear's waterworks, a better base skin work for subs, dunno... too much out of topic ?

Btw today i experienced a dud torpedo in circle run aside my sub...it was great, also for the suspence because i didin't know you added it!
:up:

lurker_hlb3 04-22-09 06:16 PM

Quote:

Originally Posted by bertle (Post 1088087)
new to the mod and need something clearing up

I turned manual targetting off because it's not my cup of tea while I enjoy realism in most other areas but I intercepted a small japanese convoy and after hitting the lead ship with two torpedoes I began to have trouble. The target speed indicator became locked at 17 no matter if I was aiming at a stationary target, a slow target or a fast target. I thought i'd pressed the position tracker button accidently but no. Nothing I could do would get rid of the speed value of 17. This made all my auto targetted torpedoes go off target (unless shooting at something going 17kts I guess)

it's fine if that's just how things are supposed to be and I have to enter the speed myself but I just wanted to know if this was intentional or not or if i've missed something simple


1. You need to read the "NYGM Submarine Visual Sensor" section in the "User Manual"

2. This from a post I made in another format that may help you

Quote:

I noted the following issues with periscope “autolock” that I would like to pass along.

During testing of OM I ran it a situation where the system no longer “visual detected” the surface contact. Executed an “autolock” (which lasted about 5 seconds), fired my torpedoes, and hit the target in one of the engineering spaces and the ships began to slow. When I generated a “new” autolock, I noted that the system continued to generate the original detected speed of 10kts vice the approximate speed of 2 knots that the contact was now moving at. This incorrect speed now creates an incorrect firing solution causing the torpedo to miss. Addition controlled testing has confirmed these findings.

Since RFBv152 Patch 111608 has the “Captain level” version of the NYGM Submarine Visual Sensor Mod, any one that is uses “autolock” to generate a firing solution on a target that’s has been hit and lost speed or changed speed “will” get an incorrect firing solutions and miss the target

Regio Sommergibile 04-22-09 06:38 PM

Possible solutions not to attend submarine training ? :D

I experienced the same issue encountering a Jap task force.
The leading Kuma was hit 4 times quite at the same time but i shot all the torps together even if for every torp couple i had to relock...

vanjast 04-22-09 07:46 PM

Quote:

Originally Posted by Arclight (Post 1088827)
Not sure about moon phases, but I think I read that the stars are actually accurate enough for some old-school navigation. :hmmm:

Moon phases are not right .. at last known intel
Stars are accurate, but seasonal variance (time of year) accuracy is unkown at the moment.
:D

LukeFF 04-23-09 12:01 AM

Quote:

Originally Posted by Regio Sommergibile (Post 1088855)
I know i may come inadeguate, in particular because of the main target of this mod but may i suggest somekind of graphic improvement addition ?? Smth like W_clear's waterworks, a better base skin work for subs, dunno... too much out of topic ?

RFB features all of FooFighter's best work on the American submarine skins, and IMO they are far and way the best skins available for the game right now.

As for adding some more of W_Clear's work, I'm waiting on that for the moment. We're focusing more on game play issues and features right now and not so much on graphics enhancements (though I have implemented Hitman's awesome new optics work for the TBT and the deck gun :up:).

Chaoic16 04-24-09 03:17 PM

I am EXTRELMEY FRUSTATED with TDC using this mod, along with RSRDC v420 and patch2A, plus OpsMorsun V700 and OM V700 Patch 3. I tried successful using TDC like I learned in normal Sh4 but these (BLEEPING) torpedo kept missing, missing, and MISSING the (bleeping) Mogmai no matter how accuracy I put range, AOB, and speed.

I alway was so successful in normal Sh4, but torpedo ALWAY act weird and kept missing ship by bloody large margin! (by going past them from rear).

Ok i am done reanting, I apologize if I sound harsh, but I had to take this out of my chest after being extremely frustated with this mod, even though I LOVE this mod, but I have never successfully use TDC yet.

its like if this mod changed whole thing, therefore making my TDC even harder to learn.

However, I am SURE that one of you are very skileld using TDC with this wonderful megamod, can one of you please give me an advice on improvign my TDC?

What I usually do is, bring maunal book up, match the ship, while switching the speed of front torpedo to high.

Then I use map to pin where ship is heading to (why does ship icon is changed to big dot on map?), using compass to make a line where ship are heading (making a line) where it would reach to where my 0 degree heading is.. therefore finding the angle between moving ship line to mine.

For example lets say, Mogmai were moving about 100 degree (AOB). Then I would go and use range measure by touching the bottom of ghost image of ship itself on a very top of ship object to determine the range. Then I input AOB (100 degree), then range again (for determining the speed of ship).

Then that is when I switch to speed measure by clicking on icon and it gave me 6 knots, then I upload into TDC. and I fired torpedo. In SH4, I most of time, hit ship with that method, but in RFB, I miss ship more than 95 percent of time...........!?!??!??

So any advice from any of you will be truly appericated, so that way I wont lost my hair at this rate after pulling my hair when kept missing ship with torpedo tooo many times.

:damn:


Chaoic out...

Arclight 04-24-09 03:40 PM

First of all, the way you measure range is changed. I think for warships, you should measure the top of the stack. Even then there's still an error margin, like it was for real (ONI manuals where not always 100% accurate). This is all in the manual.

Second... are you opening torpedo doors before firing? :D

dejectedarr 04-24-09 04:05 PM

My AA gun is gone.
 
Hey all,

Very new to the SH4 community, have just been playing for about a week or so.

I downloaded this mod first because I like what I was hearing and read, so it's the only thing I have with my game.

I tried loading my current saved game but it kept crashing (I was on a mission out at sea in my Gato sub it's March 1943).

So I tried loading up my save while still at base. Did that Ok, but when I was checking my sub out, I noticed that I only had my main gun. There wasn't even an option for an AA gun on the sub. Weirder still was that my crew selection screen still had my two crewman in the AA gun slots. When I went out to sea, sure enough no AA gun on the boat. But I can still select the AA gun tab and have those options available. I cannot hit the F key to go to the gun though.

Started a new Campaign over again in 1941 and had the AA gun on that sub. So my question is, do I just need to start over with a new campaign with this mod?

I've tried unloading and reloading. Even deleted the MOD files and downloaded the mod again but keep getting the same results.

Thanks!

Peto 04-24-09 04:29 PM

Quote:

Originally Posted by dejectedarr (Post 1090186)
Hey all,

Very new to the SH4 community, have just been playing for about a week or so.

I downloaded this mod first because I like what I was hearing and read, so it's the only thing I have with my game.

I tried loading my current saved game but it kept crashing (I was on a mission out at sea in my Gato sub it's March 1943).

So I tried loading up my save while still at base. Did that Ok, but when I was checking my sub out, I noticed that I only had my main gun. There wasn't even an option for an AA gun on the sub. Weirder still was that my crew selection screen still had my two crewman in the AA gun slots. When I went out to sea, sure enough no AA gun on the boat. But I can still select the AA gun tab and have those options available. I cannot hit the F key to go to the gun though.

Started a new Campaign over again in 1941 and had the AA gun on that sub. So my question is, do I just need to start over with a new campaign with this mod?

I've tried unloading and reloading. Even deleted the MOD files and downloaded the mod again but keep getting the same results.

Thanks!

:hmmm: You may have to I'm afraid... It sounds like for some reason your saved file is corrupted. It does happen sometimes (although it isn't something to do with any particular mods per se). Going forward, keep at least 2 saves per boat (I do). And pay special attention to what your situation was when you saved (Time Compression? Submerged? What screen were you on? etc.) I always save from the navigation screen at 1X time compression, surfaced and not near any ships--Allied or Axis.

Welcome to SH4 and RFB!!! Hope you enjoy your sailing (and evading ;))!!!

Peto

Arclight 04-24-09 04:32 PM

As far as I know, yes, you need to start a new career. Pretty extensive changes are made by this mod. I think you'll find that answer in the manual as well. :hmmm:

* got beaten to it. :D

dejectedarr 04-24-09 04:38 PM

Thanks for the replies! Will get that new career going then :D


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