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-   -   ->Enhancements to RUb<- (https://www.subsim.com/radioroom/showthread.php?t=85565)

Pkunzipper 10-21-05 06:18 AM

Quote:

Originally Posted by Beery
All of the guns in the sim are seriously flawed. That's why we've had to take some radical action to deal with some of their problems. In reality U-boats failed almost completely when called upon to fight against aircraft. There are no U-boat anti-aircraft aces and it's hard to find a U-boat that shot down more than one aircraft in its entire career.

In the standard game, on the other hand, it's possible to shoot down 50 or more air craft in a single patrol. RUb simply makes aircraft stronger so that it takes more ammo to shoot them down. It's not a very elegant solution, but it's the only one that has had any success in making U-boats as ineffective against aircraft as they were in reality.

I understand....

BTW, can I ask you how to make my men fire to enemy aircrafts?
I order fire at will, but other Flak stations doesn't fire...

Beery 10-21-05 10:25 AM

Quote:

Originally Posted by Pkunzipper
Quote:

Originally Posted by Beery
Dutch shipping is definitely listed as Allied in the file, so I'm not sure what's going on in your copy of the game as far as that is concerned.

I've checked my "DefSide" file and it seems to be correct...

I'm quite sure that the flag of the ship was RED WHITE BLU (horrizontal stripes)... Can it be an error of the flag mod of RuB (or SH3 Commander)?

The Dutch ships all fly that flag. There are no files in the wrong place that could give that flag to another nationality. Since that's the case, and if the defside file is right, I don't see how there could be an error. I don't even see any flags that could be mistaken for the Dutch flag, so I'm at a loss.

Jungman 10-22-05 04:20 PM

Quote:

Originally Posted by Sturm
Could it be possible to remove AP shells from deck guns as they were not used in uboats and add correct amount of HE shells in next RuB/SH3 Commander?

What I've found Type VII had 220 HE rounds (uboat.net claims 250), IXB/C had 110 HE rounds and IXD2 150 HE rounds.

Also by removing AP shells it adds a little bit more realism because first time you use the deck gun it's not loaded. You need to man the gun and change ammunition type to HE to load the gun. So you can't just jump in and start firing especially with longer reload times.

Well, the 10.5 cm gun used by the IX was twice as powerful shell as the 8.8 cm shell to make up for the lesser amount ( 220 to 110). Alot of discussion about that one way back (and Uboat.net gets alot wrong too).

It would not be fair to use a lower amount as was historically without boosting the shells power by almost twice as strong as it was. In result was a quicker sinking, so to speak, due to roughly the same reload time of average 60 seconds. Less exposure on surface.

jaxa 10-23-05 12:02 PM

Beery, is it possible to include in next version of RUb great tool made by Captain America "NAVIGATION MAP COURSE SOLVER"?
This mod solves problem with figure out the exact course of contacts by adding a detailed compass to the navigation map (sometimes called as "rose of winds").
It looks very good and is very useful.

Beery 10-23-05 12:17 PM

Quote:

Originally Posted by jaxa
Beery, is it possible to include in next version of RUb great tool made by Captain America "NAVIGATION MAP COURSE SOLVER"?
This mod solves problem with figure out the exact course of contacts by adding a detailed compass to the navigation map (sometimes called as "rose of winds").
It looks very good and is very useful.

RUb used to have it. If I recall correctly it was removed when the devs included such a tool in the standard nav tools in the last patch.

jaxa 10-23-05 12:57 PM

Could it be include again, together with actual map tool?

Beery 10-23-05 01:20 PM

The tool is already in there. If I recall correctly, if you hit the '?' button you get a whole lot of extra tools,including a compass rose.

jaxa 10-23-05 04:02 PM

Beery, there are no tools after hit "?" button on nav map screen :hmm: , including compass rose.

baxter 10-23-05 04:08 PM

After you click on "?" then click on the tool you want to use.

jaxa 10-24-05 10:07 AM

I understand idea of changed weather report to WO in RUb 1.44, but I don't like execution - when I click on specific icon in WO's menu, I hear report from NA and my WO don't speak.
Is it possible to change this and do it as, for example, deck gun or flak gun icon? If weather is bad, these icons aren't avalaible and are grey, it will be good do the same with weather report from NA.
If uboot is underwater, this icon (from NA menu) should be grey, avalaible only when surfacing.
What do you think?

Beery 10-24-05 11:20 AM

Quote:

Originally Posted by jaxa
I understand idea of changed weather report to WO in RUb 1.44, but I don't like execution - when I click on specific icon in WO's menu, I hear report from NA and my WO don't speak.

Think of it this way - you ask the WO, the WO asks the NA, and the NA reports to you.

Quote:

Is it possible to change this and do it as, for example, deck gun or flak gun icon? If weather is bad, these icons aren't avalaible and are grey, it will be good do the same with weather report from NA.
The game won't allow us to get a weather report direct from the NA. We have to ask the WO. But the NA (actually the Obersteuermann) is the guy who should be giving you the weather report.

Quote:

If uboot is underwater, this icon (from NA menu) should be grey, avalaible only when surfacing.
What do you think?
It would be nice if it could be done. I have no idea if it can be done.

Nedlam 10-24-05 12:36 PM

How 'bout radio messages? I get them while I am submerged.

Also I read somewhere in these forums that it was historical to have a radio antenna on either the snorkel or the observation periscope. Could this be simulated so I don't have to surface to report contacts or and/or wait to receive radio messages (making the fact that I revceive radio messages underwater more believeable).

BTW I'm fairly new to this sim and RUb is great! Kudos to all the modders who contributed to it!!

PS: :) at the time of this post I'm not 100% sure I correctly installed RUb so the suggestions mentioned in this post might have already been fixed.

PPS: Back to the deck awash question: In a nutshell why is this adventageous? It would make a helluva lot of noise and disrupt the ocean leaving quite a visible spray (I would imagine).

Kissaki 10-24-05 12:40 PM

Quote:

Originally Posted by HEMISENT
Beery
I've been manually changing the surface depth for months now everytime I do a fresh install(often). The deck gun can be used at decks awash, the boat defaults to standard running depth and you must order the boat back down to run in "decks awash". It's pretty neat but have not noticed any difference in AI ability to detect me due to reduced running height.
This would be a great addition to RUB or Commander

Actually, I was chasing a lone C3 once, using the stealth-cheatometer, and when it turned crimson I ordered decks awash - and the meter became a dirty yellow-green. I surfaced completely again, and once more it was blood-red. So I do think it makes a difference. Can't remember the distance though, but the weather was crisp and clear, with little or no waves.

Beery 10-24-05 01:08 PM

Quote:

Originally Posted by Kissaki
Actually, I was chasing a lone C3 once, using the stealth-cheatometer, and when it turned crimson I ordered decks awash - and the meter became a dirty yellow-green. I surfaced completely again, and once more it was blood-red. So I do think it makes a difference. Can't remember the distance though, but the weather was crisp and clear, with little or no waves.

Good to know. Maybe when I do my tests I should be using the threat indicator, as it's a good reference for what's going on behind the scenes of the game.

Pkunzipper 10-27-05 02:33 AM

What can be done in order to make map contact even more abstract?

After few games you begin to understand that the real ship position is near the top left corner of the black square... After you know that it is possible to manually calculate manual solutions with 100% accuracy...

I can't remember the last time I manually calculated target distance instead to use map...

I can't find any good solution in this moment (maybe change square box center with SH3 Commander every time you start a patrol...)...

What do you think?

Marhkimov 10-27-05 07:41 AM

Check out those icons:
http://i11.photobucket.com/albums/a1...c/af5c2634.jpg

You can't even BEGIN to pay me back for all of the sleep that I lost... :nope:

My eyes are the color of this RED!!! @#$!@!%#$


But you're welcome... :lol:

And while I'm in the fixing mood (after I get some sleep, of course), are there any other icons that you want me to move around?

Beery 10-27-05 08:54 AM

Hehe. I do friggin' owe you. Great work!

Where can I get the fix?

jaxa 10-27-05 10:02 AM

markhimov - :up:

Marhkimov 10-27-05 11:51 AM

I have class in a few minutes, but I'll post the fix later when I get home.


If you wanna know what the problem was, it was simply that someone did a poor copy and edit job... BEERY!!! :shifty:

The icon was being cropped from the wrong point of MainOrders.tga, not to mention that it was being horrendously stretched, not to mention that it was given an incorrect ID code... but other than that.... yeah, it was working fine... ;)

Beery 10-27-05 12:33 PM

Quote:

Originally Posted by marhkimov
...If you wanna know what the problem was, it was simply that someone did a poor copy and edit job... BEERY!!! :shifty:

Erm... I had nothing to do with the weather report mod (except for adding it to RUb). It was made by Heretic and Timetraveller (as it says in the readme). Much of RUb is not my work. Most of it is stuff that other modmakers have done. If I had to edit those files myself I wouldn't have a clue. If people assume I'm a modding genius they are wrong. I'm barely competent when it comes to modding. My abilities are in combining mods and presenting a working package of mods that is both realistic and playable.

In this case I knew the mod was lacking when I put it into RUb (i.e. it wasn't meant to work fine), but I hadn't the first clue as to how to fix it. I put it in hoping that someone with the ability would fix it, and he has. My plan worked. :know:

If I had waited until this mod was fully complete before adding it to RUb it would never have seen the light of day. :D Heretic and TT had stopped development on it. Anyway, once I have the adjusted files I'll add your name to the mod. :up:


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