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-   -   [REL] Real Fleet Boat (https://www.subsim.com/radioroom/showthread.php?t=111770)

Beery 05-25-07 07:10 PM

Quote:

Originally Posted by Jace11
Just a little thing I noticed, I like your new names file...

Thanks. I had fun porting those names over from this site. The only real work I had to do was duplicating the most common names so that they appear as regularly as they do in reality. Of course the names are late-20th century not mid-20th, but I think they're close enough - definitely better than the original. I still can't get over the fact that they had Luke Skywalker in there.

Quote:

...one thing I noticed when making and testing a similar one I made, was that the last name in each block needs a space after it or it comes out in the game as Wrefor instead of Wreford.

This applies to surnames and first names.
Thanks for the info. I'll fix that right away. :up:

ReallyDedPoet 05-25-07 08:17 PM

Going to finally try this Beery:up: Thanks for your efforts:yep:

RDP

Beery 05-25-07 08:42 PM

:x :cool: :cool: :cool: :|\\ :) :) :) :) :) :) :)

Oops! Hehe that was my daughter LOL.

TripleDaddy 05-26-07 01:34 AM

Quote:

Originally Posted by Beery
:x :cool: :cool: :cool: :|\\ :) :) :) :) :) :) :)

Oops! Hehe that was my daughter LOL.

Could be worse, my 18 month old son likes to crawl under daddy's desk and yank on the cords.

tedhealy 05-26-07 02:54 AM

Another report on torpedo damage. I got another one shot kill on a 3200 ton medium merchant using magnetic detonation tonight. If you can get the torpedo to run straight, at the set depth, and get the magnetic detonator to work, you should be able to get one shot kills (I added 3 feet to the draft of the ship to set the running depth). I hit the ship just forward of dead center at 6:11 AM. It slowed and began taking on water until I got the ship sunk message 9 minutes later. It was not immediately obvious the ship would sink. It wasn't until 3 or 4 minutes after the explosion that the bow could be seen sinking lower and lower until it sunk. Sea state was calm.

Beery 05-26-07 05:00 AM

Quote:

Originally Posted by TripleDaddy
Quote:

Originally Posted by Beery
:x :cool: :cool: :cool: :|\\ :) :) :) :) :) :) :)

Oops! Hehe that was my daughter LOL.

Could be worse, my 18 month old son likes to crawl under daddy's desk and yank on the cords.

Hehe, my new puppy likes to chew on electrical cords. One of these days I expect to find her lit up like a christmas tree.

azn_132 05-26-07 06:58 AM

Quote:

Originally Posted by Beery
Quote:

Originally Posted by TripleDaddy
Quote:

Originally Posted by Beery

Oops! Hehe that was my daughter LOL.

Could be worse, my 18 month old son likes to crawl under daddy's desk and yank on the cords.

Hehe, my new puppy likes to chew on electrical cords. One of these days I expect to find her lit up like a christmas tree.

:rotfl: :rotfl: Btw, my little bro likes to mess up my comp by startin get hyper first then annoyme by clickin too many programs, mess up my resolution on my monitior, press the shut down button alot, just so :x :x .

TripleDaddy 05-26-07 09:18 AM

Quote:

Originally Posted by tedhealy
Another report on torpedo damage. I got another one shot kill on a 3200 ton medium merchant using magnetic detonation tonight. If you can get the torpedo to run straight, at the set depth, and get the magnetic detonator to work, you should be able to get one shot kills (I added 3 feet to the draft of the ship to set the running depth). I hit the ship just forward of dead center at 6:11 AM. It slowed and began taking on water until I got the ship sunk message 9 minutes later. It was not immediately obvious the ship would sink. It wasn't until 3 or 4 minutes after the explosion that the bow could be seen sinking lower and lower until it sunk. Sea state was calm.

Very cool. Makes you wonder just how much more devastating the submarine force could have been with "perfect" Mk.14's. I nerfed my approach course last night and made a desperation shot: medium old composite, 140 degree AOB one shot kill - at six thousand yards.

tedhealy 05-26-07 10:21 AM

Quote:

Originally Posted by TripleDaddy
Very cool. Makes you wonder just how much more devastating the submarine force could have been with "perfect" Mk.14's. I nerfed my approach course last night and made a desperation shot: medium old composite, 140 degree AOB one shot kill - at six thousand yards.

:o

I bow down to your superior TDC skills. I don't think I'd even attempt a 6000 yard shot except maybe on a battleship or carrier...or except when in fear of forced retirement and I needed results ;)

TripleDaddy 05-26-07 11:28 AM

Quote:

Originally Posted by tedhealy
Quote:

Originally Posted by TripleDaddy
Very cool. Makes you wonder just how much more devastating the submarine force could have been with "perfect" Mk.14's. I nerfed my approach course last night and made a desperation shot: medium old composite, 140 degree AOB one shot kill - at six thousand yards.

:o

I bow down to your superior TDC skills. I don't think I'd even attempt a 6000 yard shot except maybe on a battleship or carrier...or except when in fear of forced retirement and I needed results ;)

Well, I am using 1.24, so I knew the torp would run true - and it was my 5th war patrol so I thought it was my last cruise. I was actually chanting "go...go...go" while it was running - wife thought I was nuts. I'd rather be lucky than good.

And I won't talk about the large freighter I missed on the same patrol at 450 yards because I forgot to reset the TDC from the previous shot. :oops:

MudMarine 05-26-07 11:41 AM

RFB is for me.
 
Berry and others,

First off I would like to thank Berry and all other modders out there for thier hard work. My favorite sim back years ago was Silent Service II ages ago. Heck I can't remember what I was running it on. I know I had a version that ran on a Nintindo consol. That was one of my favorites.

Ever since those days I have been seaching for a PTO sub sim. I final found one in SH4. WhatI wanted was a realistic experience, faced with the same problems those WWII Skippers had. I just spent 6 hours reading over this entire thread and have decided that RFB is the one for me.

With that I will download the latest version of this mod. I have downloaded and made the following tools and manuals:

1. SACF or called the Banjo
2. It-Was
3. CapnScurvy's AOB calculator and Merchent Speed Calculator
4. Circular Slide Ruler
5. A Plot Board of my own make, range from center to 5000 yds.

I also downloaded:
1. Manual for Banjo and It-Was
2. Submarine Torpedo Fire Control Manual
3. Hitman's Simplified Manual Targeting SH4, 100% Realism V2.0

With all that said and done I am looking forward to some emmersed simulation time. I do not call SH4 or any other Simulation such as Pacific Fighters a game out of my deep respect for the fighting men who fought in them.

If there are any other mauals or tools which will further my emersion in this simulation please let me know.

don1reed 05-26-07 11:51 AM

Howdy MM,

Here's a great one:


http://www.maritime.org/fleetsub/sonar/index.htm

MudMarine 05-26-07 01:13 PM

Don1Reed and others
 
Please do not reply to my post about other tools and manuals.
I do not want to sidetrack or detract from this thread. I will post my request in another thread.

LukeFF 05-26-07 01:20 PM

Beery, with your updated command bar, did you add the "Normal Sweep" command to the sonar list? This will, apparently to others here, keep the sonarman from yammering on about the contact he's following when you want him to revert back to a normal sweeping pattern with the hyrdophones.

MudMarine 05-26-07 05:14 PM

Submarine Torpedo Manual, Dated May 1950
 
Skippers,
I know we are looking for exact range but is it realistic? I made a copy of Submarine Torpedo Manual, Dated May 1950. Thank you geosub1978, for posting the link to this manual.

From Page 31 of Manual, section 5-7
(h) The following points should be kept in mind in height determinations:
(1) Masthead heights may be purposely altered by enemy to cause inaccuracies in periscope range.
(2) Tops of the mast may be camouflaged in such manner as to be invisible under average visibility conditions at any except short range.
(3) Funnel height is normally sufficient to insure thats smoke which is blown in direction of the bridge by a tail wind will pass well over the bridge.
(4) Coal burners require taller funnels to insure adequate draft.
(5) Funnels of modern vessels having forced draft do not require as tall a funnel as older vessels without forced draft.
(6) Diesel propelled ships require no draft. Funnels are normally short, are not required, and generally have such dimenstions as to provide a good appearance on the ship.
Regardless of the methods employed by individual Approach Officer, skill in estimating masthead heights, and the ability of to obtain accurate ranges can be acquired and maintained onlyby constant practice. Even when radar ranges are available during an approach the Approach Officer should also obtain telemeter ranges as a means of improving and maintaining his skill.

From reading this I find that those sub skippers in WWII had a problem with range determination also. It was only with the advent of good radar and the telemeter that accurate ranges could be determined in 1950. So fine tuning Range for accuracy for this simulation realy making it 100% reallistic?


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