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-   -   [REL] Real Fleet Boat 2.0 (https://www.subsim.com/radioroom/showthread.php?t=159709)

TH0R 02-20-10 08:27 AM

Quote:

Originally Posted by Bilge_Rat (Post 1274554)
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.

IIRC the RFB uses modified version of the E 5.0. I find it the best looking of the all. Top job RFB team. :up:

@ Hitman: Many thanks for this quick fix, I will help in testing as well.


Good to see so many RFB players. :)

Fish40 02-20-10 09:26 AM

If I'm not mistaken, RFB uses the PE mod. I think it was incorporated with the advent of v2.0.

Hitman 02-20-10 09:36 AM

Quote:

Just one more comment to make sure. I was not complaining.... just pointing out that there was something severely wrong
And I took it as that :up:

Seems you were absolutely right, and it's great to receive feedback and be able to detect problems :yep:

TH0R 02-20-10 10:00 AM

Anyone else getting a CTD when trying to enter Museum with the latest patch?

Nephandus 02-20-10 12:25 PM

1st results with Fixed Fog
 
All right... here are my first results (unfortunately the last for that ongoing campaign as somebody stupid saw fit to promote me and send me off to Anapolis). All contacts are with volumetric fog on, used boat type is S-18.

1st contact

Location: Coral Sea
Time: 0658
Weather Conditions: Clear Skies, no rain, good visibility
Wind: 0 m/s
Contacts: none
Comment: Just taking a stroll on the conning tower. Looking good so far, the fog is away in quite a distance

2nd contact

Location: North of Wewak (New Guinea)
Time: 1656
Weather Conditions: clear skies, no rain, excellent visibility
Wind: 6 m/s
Contacts: Medium modern split freighter
Comments: Smoke was faintly visible at 20000 yards (realistic). However when diving to periscope depth a little bit later, the target was clearly visible in the scope but not lockable. The crew detected the target visually only at app. 5000 yards. I guess the sensor.cfg needs some overhaul as well as far as this fix goes.

3rd contact

Location: North of Wewak (couple of days later)
Time: 1110
Weather conditions: partly cloudy, no rain, good visibility
Wind: 15 m/s
Contacts: Medium old split freighter
Comments: Crew detected the target but is was out of visible range (measured on map: 6.4nm = app. 13000 yards = app. 12000 m). Target was visible (faint smoke) and lockable at app. 12500 yards

4th contact

Location: North of Wewak (pretty busy area...)
Time: 0830
Weather conditions: clear, no rain, excellent visibility
Wind: 1 m/s
Contact: Large modern tanker
Comments: Now this one was special.... the crew detected this one at nearly 30000 yards.... no trace of smoke on the horizon. It was lockable at app. 24000 yards still not being visible. It came into visible range at app. 23000 yards.

I didn't encounter any fair visibility situations but poor visibility with heavy rain definitely looked better.
I think, the patch works well... only the AI sensor settings must be tweaked slightly.

Hitman 02-20-10 12:44 PM

Excellent and detailed feedback Nephandus (Mit deutsche Genauigkeit :haha:)

Yes, the sensors certainly will be tweaked, but first of all we need to ensure the player sees the contacts at the same time or even before his crew :yep: This seems to be the case so far.

Quote:

2nd contact

Location: North of Wewak (New Guinea)
Time: 1656
Weather Conditions: clear skies, no rain, excellent visibility
Wind: 6 m/s
Contacts: Medium modern split freighter
Comments: Smoke was faintly visible at 20000 yards (realistic). However when diving to periscope depth a little bit later, the target was clearly visible in the scope but not lockable. The crew detected the target visually only at app. 5000 yards.
Do you mean the crew didn't detect it when you were at periscope depth until it was at 5000 yards? If so, that is correct. The periscope should only lock when targets are much closer, and if it can't lock, that's because the "crew AI" will not see the target. But this is as intended for the periscope, because otherwise we get a night vision bug.

But if a clearly visible ship was NOT detected in SURFACE until 5000 metres, then it is wrong.

Quote:

3rd contact

Location: North of Wewak (couple of days later)
Time: 1110
Weather conditions: partly cloudy, no rain, good visibility
Wind: 15 m/s
Contacts: Medium old split freighter
Comments: Crew detected the target but is was out of visible range (measured on map: 6.4nm = app. 13000 yards = app. 12000 m). Target was visible (faint smoke) and lockable at app. 12500 yards
If it wasn't visible until 12500 yards, then I guess there was light fog in the game. Anyway, only 500 yards difference between crew and you is clearlybetter than before.:up:

Quote:

4th contact

Location: North of Wewak (pretty busy area...)
Time: 0830
Weather conditions: clear, no rain, excellent visibility
Wind: 1 m/s
Contact: Large modern tanker
Comments: Now this one was special.... the crew detected this one at nearly 30000 yards.... no trace of smoke on the horizon. It was lockable at app. 24000 yards still not being visible. It came into visible range at app. 23000 yards.
I'll look into max detection range. Shouldn't be much more than the maximum visible range, so 30.000 yards is definately too much.

Again THANKS for the detailed feedback, you have no idea how much this helps :up:

Nephandus 02-20-10 01:17 PM

Quote:

Originally Posted by Hitman (Post 1274743)
Excellent and detailed feedback Nephandus (Mit deutsche Genauigkeit :haha:)

Yes, the sensors certainly will be tweaked, but first of all we need to ensure the player sees the contacts at the same time or even before his crew :yep: This seems to be the case so far.

I would say so too. I think the new fog settings are good.



Quote:

Do you mean the crew didn't detect it when you were at periscope depth until it was at 5000 yards? If so, that is correct. The periscope should only lock when targets are much closer, and if it can't lock, that's because the "crew AI" will not see the target. But this is as intended for the periscope, because otherwise we get a night vision bug.

But if a clearly visible ship was NOT detected in SURFACE until 5000 metres, then it is wrong.
Well... if it is working as designed to avoid a bug that is fine with me.... sensors of the type "Eyeball Mk I" still work pretty well.



Quote:

If it wasn't visible until 12500 yards, then I guess there was light fog in the game. Anyway, only 500 yards difference between crew and you is clearlybetter than before.:up:
Indeed it is.



Quote:

I'll look into max detection range. Shouldn't be much more than the maximum visible range, so 30.000 yards is definately too much.

Again THANKS for the detailed feedback, you have no idea how much this helps :up:
I think the distance was the maximum sensor detection range under ideal circumstances. Since there is a slight variance between that and the render distance, I guess it is again a "sensor" thing.

I hope that was enough feedback to get some clues. Looking forward to test the next version.

And btw: I like to help... after all it improves my game experience.

LukeFF 02-20-10 07:59 PM

Quote:

Originally Posted by Bilge_Rat (Post 1274554)
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.

Yes, this mod is integrated in RFB.

OlegM 02-20-10 08:02 PM

Quote:

Originally Posted by Donner (Post 1274292)
RFB patch might overwrite anything that was RSRDC. So, yes, you will need to reinstall RSRDC. :yep:

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:

Donner you were correct about this. After I reinstalled RSRDC over RFB + patch, there is no more crashing when viewing Minelayer in the recognition book (it was a Minelayer that was bringing the game down).

To me RSRDC is a "must have" mod, the most important mod in SH4 world if I may say so.

Having said that I would suggest simply integrating it into RFB. RFB does not make much sense realism-wise, unless accompanied with realistic dynamic campaign layer.

RickC Sniper 02-20-10 09:36 PM

Thanks for this beautiful mod.

I am running no other mods, just RFB and the Feb 18 patch.

I still get no map contact updates. Sorry, but that is one concession I need.

It was stated this was included in the patch. Can anyone else confirm that there still is no map contact updates? So far I have only checked by loading the training missions and they don't work there.

Nephandus 02-21-10 05:05 AM

Quote:

Originally Posted by OlegM (Post 1275252)
Donner you were correct about this. After I reinstalled RSRDC over RFB + patch, there is no more crashing when viewing Minelayer in the recognition book (it was a Minelayer that was bringing the game down).

To me RSRDC is a "must have" mod, the most important mod in SH4 world if I may say so.

Having said that I would suggest simply integrating it into RFB. RFB does not make much sense realism-wise, unless accompanied with realistic dynamic campaign layer.

I wouldn't recommend that. After all, both are two different mods. RFB is about the game mechanics and the graphics, RSRDC is about historicity. Since the latter one is also made for the stock game and TM and has different update intervals, it would be hardly practical

Nephandus 02-21-10 06:20 AM

Quote:

Originally Posted by RickC Sniper (Post 1275325)
Thanks for this beautiful mod.

I am running no other mods, just RFB and the Feb 18 patch.

I still get no map contact updates. Sorry, but that is one concession I need.

It was stated this was included in the patch. Can anyone else confirm that there still is no map contact updates? So far I have only checked by loading the training missions and they don't work there.

I can confirm that. Doesn't work in campaign either.

sergei 02-21-10 06:20 AM

Quote:

Originally Posted by RickC Sniper (Post 1275325)
I am running no other mods, just RFB and the Feb 18 patch.
I still get no map contact updates.

I've just done a fresh install, then enabled RFB2 and the latest patch.
Map contacts are showing up for me.
I'm afraid something has gone wrong for you somewhere.

sergei 02-21-10 06:25 AM

Quote:

Originally Posted by Nephandus (Post 1275557)
I can confirm that. Doesn't work in campaign either.

Really, for you too?
Let me go and double check my install.

sergei 02-21-10 06:28 AM

Originally Posted by Evil Koala http://www.subsim.com/radioroom/smartdark/viewpost.gif
Were radio reported contact's course information removed? All of my radio reported contacts look like this:

Contact Reported. Friendly Warship . Long 122 05' . Lat 12 44' . Course . Speed 17 knots!



Quote:

Originally Posted by LukeFF (Post 1270373)
I checked that line in both stock and RFB, and it hasn't been changed. That's strange that that's happening. Anyone else seeing this?

Yes, I am seeing this too. :06:


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