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

nubcake 08-06-09 01:04 PM

There are links to download in the first post of this topic, which might be page 151 all the way at the bottom.

Frederf 08-06-09 05:31 PM

The file is maps.cfg just in case you're searching for the exact filename. Thanks for the tip because I was having the same problem.

I'm running RSRD and RFB so not every bit of feedback will apply to RFB. I'm pretty sure I know what RSRD and RFB do separately so I should be able to keep things RFB-related.

The recognition manual could use a bit of a clean up. The camera target pages are ugly and the order of pages isn't quite right. A red line (even though the rule about merchant, warship, carrier is known) would still be helpful. The national flags on the book covers could use standardization. Adjusting the height and length marks on the recogition manual to be 10ft and 50yd respectively would help as well.

Changing from fore to aft deck gun mounts has the problem of crew disappearing (I know, that's a stock issue) so perhaps crew slots for fore/aft on all subs and deck guns would fix this.

On the Narwhal class vessle I cannot man the other deck gun. Perhaps both deck guns could share the same ammo reserve? It seems silly if one runs out before the other.

Can you add the option of a "blank" deck gun if you want to have none in the fore or aft slot?

Balao class has reversed heading dial in the central table, control room. Narwhal has several small dial (near dive planes station) which have the wrong texture for the dial background. Narwhal's hydrophones (just WCA) are 90degrees in advance of where you click (click 090R it goes to 180R, click 270R it goes to 360R) and the click zone is inboard (smaller radius circle, closer to the center of the dial) of the normal click zone.

I can't wait for NSM-style damage modeling on warships! I'm spoiled with the merchant sinking mechanics (which are a tinsy-bit too resilient) so when I sink a CV with a lucky single hit in 4 minutes I wanna report that as a "damaged" instead.

Narwhal can't do silent running. I'm guessing this is to reflect the direct-drive and not diesel-electric setup in this older boat and it's related noise.

If you could get the hydrophone background noise to be very ownship speed depenedent that would be great. I few posts back mentioned how it can be done.

Can you change air radar contact reports so they have a probability of success? I don't think the SD was that reliable. Also if you could strip out the bearing on SD that would be good but I guess it's not possible.

Balao class submarine has counter rotating propellers but both propellers are the same model instead of one being left-handed and one right-handed.

Curious if you could make sub tenders not give out torpedos on refuel and rearm. Probably not.

Logarithmic marks on the A-scope would be very nice for estimating distances to the 1000yd.

The deck gun under AI control misses very silly amounts at fire and then dials in to very precise. If the initial shot can be more accurate and the aim improve slower over time to a worse "best" this would be good for both shooting and being shot at.

Munchausen 08-06-09 08:18 PM

Quote:

Originally Posted by nubcake (Post 1145634)
Forgot to mention that I haven't used my attack map yet, but map.cfg also contains your attack map zoom levels in the next block of code after the one I just posted. :p

:03: I edit both maps.

Drakken 08-07-09 08:41 PM

Reading the RFB manual about Rigging for Depth Charges, I have a basic question. Sorry if is has been already asked.

In the manual, it states that the conning tower has a empty crew slot for each watch. But in my submarine, both crew slots are occupied by default. Is it an error in the manual, or has it changed in the new version?

Thanks!

Frederf 08-07-09 09:05 PM

Quote:

Originally Posted by Drakken (Post 1147019)
Reading the RFB manual about Rigging for Depth Charges, I have a basic question. Sorry if is has been already asked.

In the manual, it states that the conning tower has a empty crew slot for each watch. But in my submarine, both crew slots are occupied by default. Is it an error in the manual, or has it changed in the new version?

Thanks!

It depends on the submarine hull class. Later, bigger submarines with 1 officer (Ensign usually) and 4 watch will have 3 conning tower spot for the 3 officers and 12 "Hogan's Alley" spots for the 12 watch.

On the smaller submarines there are only 12 watch and 0 officer so there's no conning tower slot for the officer.

Drakken 08-09-09 03:34 PM

Quote:

Originally Posted by Frederf (Post 1147027)
It depends on the submarine hull class. Later, bigger submarines with 1 officer (Ensign usually) and 4 watch will have 3 conning tower spot for the 3 officers and 12 "Hogan's Alley" spots for the 12 watch.

On the smaller submarines there are only 12 watch and 0 officer so there's no conning tower slot for the officer.

So if I have 12 men assigned to watch duty (3 officers plus their men x 3 watch), and 12 places available on Hogan's Alley, would manually moving them all (including officers) to Hogan's Alley be enough to Rig for Depth Charges?

Frederf 08-09-09 04:18 PM

Hogan's alley is supposed to be the exact size required to move the watch below decks with no extra room. If you can fit the whole watch in Hogan's alley then it must be as designed. The cases when Hogan's alley + the spare conning tower slots being exactly enough for the watch is only true for some submarines.

HMCS 08-12-09 05:25 PM

Any idea when the next version is being released? Assuming that there will be one, of course.

Love the mod. Fun fun fun.:yeah:

I'm goin' down 08-12-09 07:13 PM

My personal take.
 
Recently I have been playing FOTRS. I like RFB though and played for the longest time. I will go back to it soon. I had to add the No Airstrike Mod to make FOTRS bearable. But its animation and colors are great, and it has displays torpedo angles on the attack screen which I cannot remember if RFB does. Either TMO or RRB does not have that feature, which is a big part of my attack scenario. Also, the destroyers are not as vicious/competent as TMO, and more like RFB. Actually, all the game mods are great. I have not tried the GFO mod, but I use a bunch of Webster's other mods. I miss Hogan's Alley, and all of its poker games.

FritzRommel 08-12-09 09:27 PM

do you guys remember in the orginal SH4 game, the map gave you updates all the time of where enemy shipping was, near you or not, is there a way to get that back in this mod? right know the map updates are few and far between.

Sledgehammer427 08-13-09 03:48 AM

because it takes more than 2 seconds to redraw the plot to match the current tactical situation:stare:

haha, just playin, but I like the lack of "gods eye view"

Drive-By-Trucker 08-15-09 09:48 PM

Hey guys,

This is my first post. I've been playing SH4 for a few days now, so I'm definitely new to the series. That said, I've really enjoyed playing on 80% realism so far, only using ext. view to watch my torps. I came across the RFB mod today, but something isn't working right... I extracted the files to the MODS folder in the SH4 root and everything seems to be in order, but even after I waited for a few minutes as the GSME actived the Mod, I still haven't noticed any changes to my game. Are they not immediately apparent? Am I doing something wrong? Thanks a lot.

Frederf 08-15-09 10:41 PM

You might have your paths wrong. For some example paths:
C:\Games\Silent Hunter 4\JSGME.exe
C:\Games\Silent Hunter 4\sh4.exe
C:\Games\Silent Hunter 4\MODS\RFB_v1.52\Data\Air\ADB_B5N2_ASW

If you get the paths wrong inside the mod folder then you'll not be placing the files in the right areas and the game will just use the unreplaced stock files. With RFB you'll know because the load screens say "REAL FLEET BOAT" all over them. Also try just RFB to make sure you're not getting any odd conflicts.

Armistead 08-16-09 12:17 AM

You are restarting the game?

Drive-By-Trucker 08-16-09 11:32 AM

Thanks for the quick replies>>
I've restarted the game several times and so far all I've noticed is that there are fewer air attacks. Is it possible that only some of the files were properly replaced during activation? I also noticed that a few of my men have the "zombie" eye thing going on...further evidence of a partial mod upload?

Forgive my ignorance, but when you say paths, are you referring to the path I gave the GSME or something else?

Thanks again.


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