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-   -   SH4 rocks with RFB 2! (https://www.subsim.com/radioroom/showthread.php?t=164889)

CCIP 03-20-10 10:15 AM

Quote:

Originally Posted by LukeFF (Post 1324845)
You guys are in for a lot more "fun" when the next patch is released. :D

Hint: it has to do with the Mark 14's reliability. :damn:

Are we getting the Narwhal next patch too? :)

LukeFF 03-22-10 04:30 AM

Quote:

Originally Posted by CCIP (Post 1325310)
Are we getting the Narwhal next patch too? :)

I think it will. I just need to devote an evening to getting it integrated fully into the mod.

Jten 03-22-10 07:26 AM

Quote:

Originally Posted by Camaero (Post 1324913)
Yeah... let me tell you about the fun I had tonight!

I spent hours tracking and positioning myself to take down a task force. I spent more hours evading the escorts after severely damaging a cruiser. Then I surfaced and raced ahead of the damaged cruiser (who had been left behind by his comrades) only to place myself in the perfect position. Yay I'm about to watch my first ship of the patrol explode and sink right?

Wrong. I launch 3 torps and one of them runs in a circle and kills me. :damn:

**** you Mark 14's.

(I do love RFB but I'm still pissed right now.)



Sub Captains in RL would change depth after firing. You only need to 'guppy' the boat. Descend to 100 and then back up to PD if you still need to look at things.

Immacolata 03-22-10 09:21 AM

Quote:

Originally Posted by Galanti (Post 1315801)
Wow, I'm about 180% in the other direction. I love the fleet boat TDC, especially the PK. I love the fact that I can set up a solution, turn on PK and continually check my inputs through sonar pings.


I just never got the hang of that Position Keeper. How does it work? What is the point of it?

BillBam 03-22-10 09:55 AM

Quote:

Originally Posted by Immacolata (Post 1328033)
I just never got the hang of that Position Keeper. How does it work? What is the point of it?

The position keeper allows you to keep a solution locked in. Since the target and usually your boat are moving the solution is always changine, this compensates for the movement.

AVGWarhawk 03-22-10 10:58 AM

Quote:

Originally Posted by Immacolata (Post 1328033)
I just never got the hang of that Position Keeper. How does it work? What is the point of it?

Next to the Norden bomb sight it was one of the best devices of WW2. The name means exactly what it does. It keeps relative position of your boat to the target vessel done through your inputs on the TDC. It is done mechanically. Those inputs are range, speed and AOB. If your three calculations noted are close to dead on, the position keeper will show with outlines of your boat and target vessel on dials. Each dial moves according to your inputs and continues to move each dial after it is turned on. Unless you or your target changes course the position keeper allows the user to predict with certainty the position of your boat to the target generating optimal view to a sinking. Keep in mind that once the three critical inputs are established and entered the scope does not really require to go up for a look anymore. Just watch the position keeper. The device also changed the gyros in the torpedos real time via the TDC. It is quite a clever device.

McHibbins 03-22-10 02:44 PM

Put 3 fishes in different compartments and nearly 35 HE (waterline) shells in an small tanker last night and saw him sank after 25 minutes RL.
Imho a small tanker should be nearly desintegrated with this.

I really like the sinking mechanics...... but getting sick of the damage modell sometimes.

Is it possible to make a "lite" version. Got SH5 in mind where are two mods around, working great together (Real flooding and critical hits for torps).

Iīm really missing the "big booom" sometimes or the chance of quick finishing off especially the small merchants.

Where can i find the files to lower the hitpoints for a ship or increase the strenghts of the torps or shells ? Iīm thinking of *zone files but donīt know which editor i can use for them.

ShadowWolf Kell 03-22-10 06:42 PM

Quote:

Originally Posted by McHibbins (Post 1323613)
RFB 2 together with RSRD rocks ! After my first career in a Fleetboat iīll try OM with Uboatmissions.


If you like the changes brought about with RSRD, you'll like OM + OMEGU.

Lurker's done an amazing job of bringing the U-Boats to life. Two things you'll learn to hate though. The frequency of torpedo duds in the early years (magnetic works better in 39, but relies on calm seas or really close range) and Sunderlands and PBYs that'll make your life miserable.

The only caveat is that OM + OMEGU is exceptionally touchy when it comes to adding in extra mods.

Bish0p 03-22-10 08:12 PM

Quote:

Originally Posted by McHibbins (Post 1328585)
Put 3 fishes in different compartments and nearly 35 HE (waterline) shells in an small tanker last night and saw him sank after 25 minutes RL.
Imho a small tanker should be nearly desintegrated with this.

I really like the sinking mechanics...... but getting sick of the damage modell sometimes.

Is it possible to make a "lite" version. Got SH5 in mind where are two mods around, working great together (Real flooding and critical hits for torps).

Iīm really missing the "big booom" sometimes or the chance of quick finishing off especially the small merchants.

Where can i find the files to lower the hitpoints for a ship or increase the strenghts of the torps or shells ? Iīm thinking of *zone files but donīt know which editor i can use for them.


DDEnvironment does that.
increases torp strength to a realistic level.
reduces the torp failure rate.
Does all kinds of little extra stuff like that to improve gameplay.

It's an overwrite, so I'd think after installing it, you could enable whatever mod your using.
then the JSGME mod enabled pack would take precedence.
It's also 100% compatible with even a vanilla install of sh4.
so you can play it while using our mod and your friend can play with you, but not need the mod.

Check it out here: http://www.warishellgaming.com/forum...ad.php?t=26067

to do that yourself, you need to edit the torpedo.zon file.
I believe it's torpedos_US.zon.

Use s3d to edit them.

Armistead 03-22-10 08:48 PM

The maker of DDenv. said it wouldn't work with any of the supermods...

LukeFF 03-23-10 02:57 AM

Quote:

Originally Posted by Bish0p (Post 1329109)
increases torp strength to a realistic level.

That's highly subjective.

LukeFF 03-23-10 02:57 AM

Quote:

Originally Posted by McHibbins (Post 1328585)
Put 3 fishes in different compartments and nearly 35 HE (waterline) shells in an small tanker last night and saw him sank after 25 minutes RL.
Imho a small tanker should be nearly desintegrated with this.

Which tanker? There are two of them in the game.

RFB Team 03-23-10 07:02 AM

Quote:

Originally Posted by McHibbins (Post 1328585)
Put 3 fishes in different compartments and nearly 35 HE (waterline) shells in an small tanker last night and saw him sank after 25 minutes RL.
Imho a small tanker should be nearly desintegrated with this.

In tests ran with the Small Old Tanker (assuming this was the ship in question), 1 torpedo took down the ship every time in less than 15 minutes.

Suggest you make sure you don't have conflicting mods. There is no way in the world a small tanker should be surviving 3 torpedo hits in RFB.

EDIT: in tests ran with the tanker added with the U-boat add-on, the ship sometimes took 1 hit and sometimes 2 before it sank.

The mod's working as designed. :D

McHibbins 03-23-10 09:01 AM

Ok mates, iīm sorry !

Wasnīt a small old one. It was the medium that came with the Addon I think :oops:

Running SH4 with RFB 2.0 and RSRD SH15V550 +Patch.
I donīt want to criticize your mod īcause I really love it. The sinking mechanics for merchants above ie. 4500 tons are great.

But just for me personally, I would like to have the chance for quicker sinking a ship under 4000 tons or get a Tanker down with a big explosion (maybe too eyecandy or unrealistic but I saw that so often in some documentaries. On the other hand I know, that an empty Merchand is hard to sink, an empty Tanker might be much much harder)

So, when Iīm talking about a "light version" of the damage model I have the stock behavier for small ships or a slighly increased firepower in mind.

There was a really good compromise made for SH5 where natural sinking mechanics or flooding (mod) works together with critical torps or/and deckgun (mod).






http://www.subsim.com/radioroom/showthread.php?t=163930

http://www.subsim.com/radioroom/showthread.php?t=163663

http://www.subsim.com/radioroom/showthread.php?t=164953





The one is slowing down the sinking while the others is giving the chance for a critical hit and mighty boom.

I personally like the idea behind the Crit-Torp-Mod. Heīs not only decreasing the power but give the loadup a chance between ie 100 pts(low damage) or 400 (high damage).

In GWX i think was also a nice harmony between sinking mechanics and quick finnishing. You were able to observe the sinking of an merchant for a long time but you were also able to go surface and destroy him quickly with another torp or deckgun if necessary ( aircraft base nearby etc).

I donīt know if this is possible for SH4 or some Mods but personally i would like it.

And just to make it clear : Iīm not an impatient Counterstriker :D but i think itīs historical proven that a big boom isnīt just eyecandy.

Again, I adore your work and really love your mod. No harm, no criticism, itīs just a little thing I wish to have.




P.S.: sry for my bad english

TH0R 03-23-10 11:48 AM

^^ +1 on what he said :)


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