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

AVGWarhawk 04-14-08 03:17 PM

Quote:

Originally Posted by M. Sarsfield
Quote:

2. During the dive my boat will hang around periscope depth for a few minutes before speeding up the dive to rated depth.
When EE 4.0 incorporated the surface draft mod, I noticed the same behaviour in the S-boat. It took forever to dive. I had to use the D key to get anywhere. "P" and clicking the dial were almost unresponsive.

Corrected with new release. :up: First thing I checked when I got behind the wheel of the S. She will go to periscope depth when asked.

In hindsight and something I have starting doing, I hit the D key for all the subs. Normally, the skipper would order the dive xx depth. Once under he would order the periscope depth or what depth he wanted. So, as I'm submerging via the D key, once under I make my order for periscope depth.

M. Sarsfield 04-14-08 03:26 PM

I also started doing the same thing. Especially in the u-boats with all of those pesky planes in the air.

fireship4 04-14-08 03:40 PM

Note I am using the "D" key to dive (i think it was posted on the forums that you should) and not the "P" key.

Thanks Warhawk, will there be 1.4 and 1.5 versions or just 1.5?

d5j55 04-14-08 03:42 PM

awsome

AVGWarhawk 04-14-08 07:04 PM

Quote:

Originally Posted by fireship4
Note I am using the "D" key to dive (i think it was posted on the forums that you should) and not the "P" key.

Thanks Warhawk, will there be 1.4 and 1.5 versions or just 1.5?


This version will be for the 1.5 add on. It has been determined that having to work on both is getting to be much work and more time then the team can afford to offer. Often they have to stop and eat. Although I'm not to sure about LukeFF. I don't think he sleeps:hmm: I have never seen anyone whip out a mod or patch as fast as he does.

kylesplanet 04-14-08 07:04 PM

Quote:

Originally Posted by LukeFF
As AVG explained, I have invested a ton of time into getting the crew configs set up properly for each boat. The crew setups you see for each boat in the game are very, very much in line in reality. As was stated by AVG, here are some other things you will be seeing:
  • Realistic crew configurations based on both the rate and job of the real-world sailors. Three crew rosters were used for this: for the S boats, USS S-44; for the older fleet boats (Porpoise, Salmon, Sargo), USS Swordfish; and for the Gato, Gar, Balao, and Tambor, USS Corvina.
  • Realistic crew limits for officers and petty officers. Stuffing the boat full of noncoms and officers is no longer an option.
  • The specialties for the officers have been adjusted to reflect their real-world jobs on the boats. What this means is your officers will have one of two specialties: Watch or Command. Of course, you can still put them in places where they wouldn't historically stand a watch (engine rooms or radar, for instance), but you will not be getting the most of out their skills.
  • The bridge watch officer is now the officer in charge of the boat. It is from his leadership skills that other crewmen in the boat will recieve a skill bonus.
  • Your damage control team now consists of crewmen that would not stand a watch in the compartments modeled in the game. These men are your cooks, stewards, and yeomen and can be spotted by them not having a speciality icon on their crew portrait. In this way, your damage control team has become a backup for your "real" damage control team, which is the crew in each compartment. This reflects a reality still present on submarines today: every person on a submarine has to know damage control. As such, you will get the most efficiency out of repairing damaged items by calling your crew to General Quarters and putting the "Damage Control Team" to work in the area they are needed the most.
  • Submarines now have 1 or 2 Pharmacist's Mates on board, which was made possible by the addition of crew skills with 1.5. It has been modded that only they can have the Medic skill, i.e., you aren't suddenly going to see a torpedoman suddenly gain the Medic skill in the middle of a patrol.
  • Crewmen on deck are now much, much, more vulnerable to damage from enemy fire. Crewman can and will be hit, and their efficiency will drop like a stone.
Some other things I've been working on:
  • With Ducimus's help, I've adjusted the files so that the probability of receving a conning tower upgrade is much greater, yet still in line with reality.
  • Equipment upgrades now better reflect the reality for each type of submarine. S-18 boats will get SJ radar in late 1942 but not SD radar; S-42s will get both SJ and SD radar but will have to wait until June 1943 to get it. This is part of a new feature with the S boats whereby the equipment availability is based on when the boats finished their modernization program, which was a lengthy process.
  • Shell damage power has been adjusted for the 20 mm and 40 mm guns. They are still plenty powerful, but they (especially the 40 mm guns) are no longer the touch of death they were in the past.
  • Ammo type and quantity has been adjusted for every gun, based on real-world records.

I think out of all the things I'm looking forward to this is the most anticipated. The configurations intrigue me the most. It adds so much to the immersion and knowing who is where really keeps me interested and focused on what I'm doing.

I love to personalize the crew with names of friends and family. RFB is gonna just keep getting better!:sunny:

AVGWarhawk 04-14-08 07:20 PM

@kylesplanet,

LukeFF has done some really cool things. I think you will enjoy it. I'm very happy with his crew configs and everyone getting promoted to Rear Admiral while on patrol is a thing of the past. Like I posted a few back, earning your dolphins is now a reality. Working your crew to make them better is now a reality. It is things like this that make it a bit more challenging. I have been out on several patrols with my crew and unlike stock were 15 guys are promoted to Commander does not happen. You might get one shining star and the other gain some experience gradually making the sub very efficient.

I have a pretty good Pharmacist Mate! Thank God because the bullets now hurt!!!!

LukeFF 04-15-08 02:35 AM

Quote:

Originally Posted by AVGWarhawk
Often they have to stop and eat. Although I'm not to sure about LukeFF. I don't think he sleeps:hmm: I have never seen anyone whip out a mod or patch as fast as he does.

Sleep is overrated. :zzz: :D

WhiskeyBravo 04-15-08 03:47 AM

...and eatin's cheatin' so stop wasting time on posting here and get back to work!

Damn it you guys take the biscuit. You work all hours knocking out mods and then expect us to let you have breaks for eating or sleeping? Get real.


:D

WB.

AVGWarhawk 04-15-08 09:55 AM

Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by AVGWarhawk
Often they have to stop and eat. Although I'm not to sure about LukeFF. I don't think he sleeps:hmm: I have never seen anyone whip out a mod or patch as fast as he does.

Sleep is overrated. :zzz: :D

Not in my house:D It is rated #1! Wake me up when the release comes :rotfl:

tedhealy 04-15-08 03:19 PM

How's the beta going? Any estimates on ETA for 1.5?

swdw 04-16-08 01:34 AM

Going good. But we caught a couple of wrinkles that we need to check out.

M. Sarsfield 04-16-08 09:14 AM

Okay. We'll nag you next Wednesday for another update. :up:

swdw 04-16-08 11:36 AM

Here's an example of what takes a while. Luke and I had conflicting thoughts on how the angles for calculating dud chances were used by the game engine. We needed to be sure how it's used in game, so this needed to be tested in order to come up with an accurate torpedo file.

Since I had a 16 hour day yesterday, I get today off. So I did the torpedo testing and . . . drum roll please . . . . . . . .

HOLY COW!!!!! did the devs ever come up with a slick torpedo system.

Testing procedure-
Custom mission with no wind, dead calm sea.

3 large tankers docked in a line so they couldn't move

Torpedoes set to allow for a 1 degree turn (after missing several head on shots with 0 degree turn:doh:)

Event camera turned on to watch impact.

Modified Mk10 torpedo file (quickest to change) and S-boat

During the test the dud chance of 100 was moved from one set of angles to another and the result tracked. Final test was with 100 percent chance at 0 to 30 and 60 to 90 to check a couple of things.

Shots were taken with boat at a complete stop. Targeting not used for side shots. Maneuvered the boat to the desired angle for impact and fired straight shots .

Ok first findings.
1. The angle listed for a chance of a dud is how many degrees from the perpendicular the torpedo strikes a surface.

2. second finding- Here is the slick part of it. This angle is a complex angle including any angle on the x, y, or z axis which takes into account the 3D geometry of the hull and any associated list in the target!

I got what appeared to be conflicting results at first. Had a dud chance of 100 at 0 to 30 degrees and 0 at 30 to 90. The torpedoes were duds fired at the side of the hull with a depth of 6 ft. I moved to the stern for an "up the skirt" shot, and had 100% detonation and went HUH???

So a light bulb went on and I thought -wait a minute- the hull slopes at the stern.

Reloaded the test, and started walking the torpedoes down the side of the hull using the same dud angle and percentages. As soon as I got to the significantly curved part of the hull, the torpedoes started going off. Walked them up the hull (after reloading- s-boats don't carry a lot of fish) and until the tanker started to list significantly, had detonations at the curve and duds when hitting the hull where the surface was vertical. If the ship develops a significant list to give a big enough change in angle, you get detonations again.

3. Couldn't verify, but there may be a conflict if the 0 to x and x to 90 angles have the exact same dud chance. Results were inconsistent. But when i varied the chance by 0.1 percent (ex. 99.9 and 100), no longer saw any weird results.

4. Earlier test showed engine seems to have a hiccup and read a percent chance of 1, written as a whole number, to be 100 percent- but not all the time. Would recommend using 0.99 or 1.01 instead of 1 on any percentage values used in any file

So there you go. Now we know how the devs use angle entries for dud chances, and the possible gotchas. Based on this, I think any pitching and rolling the target does will also affect the impact angle.

What we're trying to do when we need to know how the game uses settings, is to determine it by experimentation rather than "guessing" at it. It's the only way to be certain we're giving RFB a chance to live up to the "real" in it.;)

(BTW, over 6 hours of testing in these tests- see why things can be delayed when we hit a "wrinkle")

M. Sarsfield 04-16-08 01:19 PM

That is pretty cool. Glad to see some complex math and geometry is at work in the game, rather than the computer rolling the random generator dice.

swdw 04-16-08 08:03 PM

Testers- patch for 1.5 beta posted! Filefront and ftp site

For everyone else. Ome of the reasons we are taking our time, is this is the foundation and framework for additional changes in the future. Like any house, you need a solid foundation and framing before building the rest of the house

M. Sarsfield 04-16-08 09:00 PM

Alright, testers. Time for all of you to call in sick and play the hell out of this thing. Remember to hold your nose when you call in to work to sound congested. Sticking your finger down your throat will help, too. Or take a cue from Ferris Bueller and have it all recorded ahead of time. :up:

fireship4 04-17-08 06:16 AM

Yes the 3D geometry being taken into account is cool - may have had something to do with what happened to me last night...

I was testing different depths of torpedo against a destroyer and was watching the torpedos hit the side with the camera. One was coming in really low and hit the "bilge keel" (I think thats what the ribs on the outside of the hull are, facing down and sideways) high up on the torpedo head. Instead of blowing it banged off and went to the bottom!

tater 04-17-08 09:30 AM

Will reducing the effectiveness of AA guns have a negative effect on surface combat?

I do not mean the sub's effectiveness vs other units, but the converse. I tried for quite a while to make the deck watch vulnerable, but never managed it without making the sub tissue paper. In reality, however, having your decks swept with even rifle caliber MG fire should be brutal.

tater

M. Sarsfield 04-17-08 09:36 AM

Richochets would be nice. If a torpedo can glance off a hull, why not bullets? Anything that doesn't punch through the superstructures would bounce off or even inside the bridge area. This would cut a bridge crew down very quickly.


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