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-   -   [REL] Real Fleet Boat 1.12 is here (https://www.subsim.com/radioroom/showthread.php?t=110993)

akdavis 04-09-07 12:24 PM

Quote:

Originally Posted by Jace11
The campaign 1.1 fix is causing duplicated units to appear on top of each other. The date of the mis file is unimportant, its the entry date of the units within that matters. 44b is actually covered in 44a

Eg unit dates for Task Forces

US 43a Start date 1943 9 1
End date 1944 5 31

US 44a Start date 1944 6 1
End date 1945 8 31

US 44b Start 1944 6 1
End 1945 8 31


Hence duplicated layers, not too bad with task forces, but the coastal traffic etc are spawning inside each other..! Devs left these empty for a reason

A modder who shall not be named over at SimHQ looked at these files and noticed the same date overlap making the empty files apparently redundant. However, he noticed that another file was still referencing these blank layers and seems to think that it may be causing issues. He also noticed that the stock campaign has many overlapping layers that could cause units to spawn on top of eachother.

Seems to me that they intended to flesh these layers out, but ran out of time and just extended the dates of adjacent layers to cover up the omission.

edit: oops, didn't see U-bones post, which pretty much says the same thing.

Coolhand01 04-09-07 12:48 PM

@ Beery,

1. I LOVE your work. Started using your stuff with B17II.

2. At what date are the SD and SJ radars available for the Tambor class. I started my career 1/12/41 at Pearl and got the SD radar. I am on my way back to the China Sea on my 3rd patrol after a refit in Midway (just missed the fireworks there. Arrived on the 9th of June). When I left Pearl in April '42 SJ radar was still not available. In the stock version it was available in Dec. '41. Just wondering if you changed the entry date for upgrades. The other reason I ask is because I keep getting "Radar contact" messages but neither scope is working. ie. Radar's not even on and I can't turn it on.

3. I LOVE your work.

CH

p.s. I LOVE your work.

Jace11 04-09-07 01:18 PM

maybe the layers should overlap...

The ships within the layer shouldnt, there should be a buffer zone.

Say all the ships in a layer end at 1942 8 31 then maybe the Campaign.cfg can continue longer to allow ships at sea to reach their end waypoint??? But no more will spawn then.. If a layer is ended prematurely, maybe the ships will just disappear mid ocean.

Don't know yet, its going to take a while to work out the layers and how they work.

I think we need to know the date at which a layer is called and ended by the cfg file, and the start date and end date of the ships within the layer...

That way we can tell whether thing are really overlapping or not...

U-Bones 04-09-07 01:22 PM

Quote:

Originally Posted by Jace11
maybe the layers should overlap...

The ships within the layer shouldnt, there should be a buffer zone.

Say all the ships in a layer end at 1942 8 31 then maybe the Campaign.cfg can continue longer to allow ships at sea to reach their end waypoint??? But no more will spawn then.. If a layer is ended prematurely, maybe the ships will just disappear mid ocean.

Don't know yet, its going to take a while to work out the layers and how they work.

I think we need to know the date at which a layer is called and ended by the cfg file, and the start date and end date of the ships within the layer...

That way we can tell whether thing are really overlapping or not...


Yes, the overlap is intended, and I did not account for it.. I have posted a fix
http://www.subsim.com/radioroom/show...441#post489441

Beery 04-09-07 01:29 PM

Quote:

Originally Posted by Coolhand01
At what date are the SD and SJ radars available for the Tambor class...

I haven't even looked at radar stuff yet so I wouldn't even know where to look right now. I definitely havent added anything that might do weird stuff to the radar.

Glad you like the mods. We had a great team for RUb and many of the same folks are contributing stuff for RFB too. Plus we have a great bunch of new people who are doing good stuff.

Hylander_1314 04-09-07 07:32 PM

Daggum it Beery! ;) Now I have to start a new career! I'll have to scrap the last 6 patrols since the last version.

Sorry, can't wait to start before the attack on Pearl. ;)

In reality, keep 'em comin' dude!

Camaero 04-09-07 07:39 PM

Just curious Beery, how far do you plan to take this mod? As far as RuB went? Also, do you think there will be much work to redo after the next patch comes out?

Beery 04-09-07 08:10 PM

Quote:

Originally Posted by Camaero
Just curious Beery, how far do you plan to take this mod? As far as RuB went? Also, do you think there will be much work to redo after the next patch comes out?

I don't want it to be as complex as RUb was. RUb was exactly where I wanted SH3 to be (in terms of the level of realism and playability I wanted it to give the player) when I finished work on it - I felt that further work would just be doing work for the sake of adding needless detail. So RUb did what it needed to do, but looking back on it I also felt it was a lot more complex than it needed to be.

With RFB I want to achieve the same level of 'apparent realism' more quickly and with less time spent modding. What I mean by 'apparent realism' is realism that will affect people during a campaign. The tendency, when making mods, is to get caught up in minutiae and features that no one will ever see in the game - that's what happened to me in RUb - I spent an awful lot of time making things correct that no one could possibly ever notice in the game - i.e. 'non-apparent realism' such as obscure ship models for obscure nations or giving the Bismarck the correct colour scheme for every day of its existence. Now I never once saw the Bismarck during a career, so all that work was for all intents and purposes useless. I don't want to fall into that same trap again. I think the experience that SH3/RUb gave me will help me to concentrate on the areas that can yield good results, while I should be able to steer clear of the dead-ends and time-sinks.

As for redoing work to suit the next patch, I've always been really good at that. It usually takes me less than 24 hours to completely convert a mod to suit a new patch. Also, because I know the 'problem files' (i.e. files that many modmakers tend to adjust and which the devs also love to mess with (e.g. menu_1024_768.ini, commands.cfg, menu.txt), I can either avoid those files or limit my activities with them until patches are done, or I can just make detailed notes that will help me to quickly reconstruct them after a patch).

In short, the experience of RUb has prepared me to make RFB as good as RUb and to do it faster and more efficiently.

clayton 04-09-07 08:22 PM

Quote:

Originally Posted by Beery
Quote:

Originally Posted by Camaero
Just curious Beery, how far do you plan to take this mod? As far as RuB went? Also, do you think there will be much work to redo after the next patch comes out?

I don't want it to be as complex as RUb was. RUb was exactly where I wanted SH3 to be (in terms of the level of realism and playability I wanted it to give the player) when I finished work on it - I felt that further work would just be doing work for the sake of adding needless detail. So RUb did what it needed to do, but looking back on it I also felt it was a lot more complex than it needed to be.

With RFB I want to achieve the same level of 'apparent realism' more quickly and with less time spent modding. What I mean by 'apparent realism' is realism that will affect people during a campaign. The tendency, when making mods, is to get caught up in minutiae and features that no one will ever see in the game - that's what happened to me in RUb - I spent an awful lot of time making things correct that no one could possibly ever notice in the game - i.e. 'non-apparent realism' such as obscure ship models for obscure nations or giving the Bismarck the correct colour scheme for every day of its existence. Now I never once saw the Bismarck during a career, so all that work was for all intents and purposes useless. I don't want to fall into that same trap again. I think the experience that SH3/RUb gave me will help me to concentrate on the areas that can yield good results, while I should be able to steer clear of the dead-ends and time-sinks.

As for redoing work to suit the next patch, I've always been really good at that. It usually takes me less than 24 hours to completely convert a mod to suit a new patch. Also, because I know the 'problem files' (i.e. files that many modmakers tend to adjust and which the devs also love to mess with (e.g. menu_1024_768.ini, commands.cfg, menu.txt), I can either avoid those files, limit my activities with them or just make detailed notes that will help me to quickly reconstruct them after a patch).

In short, the experience of RUb has prepared me to make RFB as good as RUb and to do it faster and more efficiently.

:up:

Camaero 04-09-07 08:22 PM

Quote:

Originally Posted by clayton
Quote:

Originally Posted by Beery
Quote:

Originally Posted by Camaero
Just curious Beery, how far do you plan to take this mod? As far as RuB went? Also, do you think there will be much work to redo after the next patch comes out?

I don't want it to be as complex as RUb was. RUb was exactly where I wanted SH3 to be (in terms of the level of realism and playability I wanted it to give the player) when I finished work on it - I felt that further work would just be doing work for the sake of adding needless detail. So RUb did what it needed to do, but looking back on it I also felt it was a lot more complex than it needed to be.

With RFB I want to achieve the same level of 'apparent realism' more quickly and with less time spent modding. What I mean by 'apparent realism' is realism that will affect people during a campaign. The tendency, when making mods, is to get caught up in minutiae and features that no one will ever see in the game - that's what happened to me in RUb - I spent an awful lot of time making things correct that no one could possibly ever notice in the game - i.e. 'non-apparent realism' such as obscure ship models for obscure nations or giving the Bismarck the correct colour scheme for every day of its existence. Now I never once saw the Bismarck during a career, so all that work was for all intents and purposes useless. I don't want to fall into that same trap again. I think the experience that SH3/RUb gave me will help me to concentrate on the areas that can yield good results, while I should be able to steer clear of the dead-ends and time-sinks.

As for redoing work to suit the next patch, I've always been really good at that. It usually takes me less than 24 hours to completely convert a mod to suit a new patch. Also, because I know the 'problem files' (i.e. files that many modmakers tend to adjust and which the devs also love to mess with (e.g. menu_1024_768.ini, commands.cfg, menu.txt), I can either avoid those files, limit my activities with them or just make detailed notes that will help me to quickly reconstruct them after a patch).

In short, the experience of RUb has prepared me to make RFB as good as RUb and to do it faster and more efficiently.

:up:

I second that!

Fearless 04-09-07 11:14 PM

I third it :D. As always, Awesome stuff Beery :up:

Pit 04-10-07 04:58 AM

I must have not installed the mod correctly... I started a new campaign... and i not only do not have the Aleutians option... but did not have an option to start BEFORE Dec. 7, 1941... least wise not when starting at Pearl.. I didn't try it for the Asiatic... And it shows the mod in the Generic Mod enabler... :-?

So what did I not do... or need to do??

Fish40 04-10-07 05:34 AM

Dose the latest version of RFB include all the stuff from the previous versions, or must they all be installed in order? Thanks.

Beery 04-10-07 07:30 AM

Quote:

Originally Posted by Fish40
Dose the latest version of RFB include all the stuff from the previous versions, or must they all be installed in order? Thanks.

You only need the last version. In fact if you have earlier versions it's probably best to remove them first. It's best to use the JSGME for SH4 mods. That helps install or uninstall mods.

Beery 04-10-07 07:33 AM

Quote:

Originally Posted by Pit
I must have not installed the mod correctly... I started a new campaign... and i not only do not have the Aleutians option... but did not have an option to start BEFORE Dec. 7, 1941... least wise not when starting at Pearl.. I didn't try it for the Asiatic... And it shows the mod in the Generic Mod enabler... :-?

So what did I not do... or need to do??

Is it showing in the right-hand panel of the mod enabler? If not you need to move it over there by selecting it and pressing the ">" button.


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