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

OlegM 05-27-07 12:58 PM

Beery can you (or anyone else) do SOMETHING about them annoying gunboats that are spawned as harbor defences all over the map? Those are modelled on some obscure Japanese river gunboats, that are:

a) ugly
b) unhistoric (used only in China), definitely NOT deep in the Pacific
c) harmless

I think that Japanese had like less than half a dozen of those anyway.

The game should have much MUCH more of Japanese subschasers - in fact patrol craft (PC) - and small minesweepers employed as harbor defences and even as convoy escorts. These were very numerous - in fact it's a pity we don't have more variants but the one for each (PC and MSW) in the game should suffice - and historicaly used in those roles. (Not to mention they look good too.)

Pretty please? :D

CaptainCox 05-27-07 01:13 PM

Quote:

Originally Posted by Beery
No I'm serious - there's something wrong with my hearing - I just can't hear differences between sounds that are remotely similar. When I install a sound mod it sounds no different to me. It's the same with mono sound vs. surround sound - I can't hear any difference. It's like I'm hearing in black and white and everyone else hears in colour - they keep telling me about these wonderful rainbow sounds and I just hear shades of grey.

I'll give it a try though, just to see if this is different.

Sorry to hear that man :(...I have somewhat bad hearing on my left ear due to Bass playing for about 20 years or so. Used to sit 1meter away from my 8x10 stack for years in that rehearsal studio. But nothing to what you seem to have there.

MudMarine 05-27-07 01:36 PM

Replyto tedhealy
 
Quote:

Originally Posted by tedhealy
Quote:

Originally Posted by MudMarine

II. I guess I am a little slow and a still bit confussed. Could some one make a good Navigation Map tutorial which goes through the Navigation step by step with pictures. What may be confussing me is the difference of heading and bearing. Heck I am a landlubber Marine who was taught land navigation, compass,azimith, map and land marks.

Relative bearings are direction from own ship to a target, contact, place, whatever. Heading is just your compass heading. You don't really need to worry about true bearings in the game.

If you do want to worry about them,
http://www.maritime.org/fleetsub/sonar/chap2.htm

Navigation in this game isn't really that hard, heck you don't really do any. Navigation is just pointing and clicking where you want to go, no need worrying about your actual position vs plotted position or drifting off course.

In the map tools, just select the course plotting tool at the bottom and click on the map where you want to go. You can add as many waypoints as you want and your boat will follow the course automatically. No real navigation skills needed.



Quote:


III. Other Sub School mission would be to :
(1) Navigate from Point A to B to C using the Navigation Map and tools.

Beery's first sub school mission does a good job of this I thought. Just pay attention to the radio messages you receive. They'll tell you where to go and how to get there.

Quote:


(2) practice surface attacks and submirge Attacks on merchents and warships
setting up fire solutions without escorts. The attacks taking place night and day.
I agree on that one. The torpedo attack sub school mission has you lined up for your shot to begin with. Some sub school missions where you have to move into position and make attacks would add some value to the sub school (and also add work for Beery :damn:)

Quote:

(3) Air avoidance manuverse ,crash dive when spotters spot aircraft.

There's not much to this. See a plane, crash dive as quickly as possible is your air avoidance. I like to add about 15 to degrees to the rudder as I crash dive to change course some. If you feel you won't get under in time, man the AA gun. You won't get under in time generally when if one of your look outs spots a plane and you can see it too. If he spots a plane and you can't actually see the plane, you should have enough time to get under safely.

Quote:


(4) escort avoidance and attack on small convoy or task force night and day
Agreed. A sub school mission that tasked you with getting away from a destroyer that is trying to hold you down would be neat. But I guess it would be one heck of a sub school mission when you got depth charged and sunk :hmm:

A few general tips. Use silent running and change your speed to 3 knots or less. When you hear the escort right above you, turn and increase speed to get out from under him. When depth charges are going off you can increase speed as their sonar shouldn't be able to pick you up. Remember to reduce speed rather soon after the last depth charge explodes. If you are getting pinged, turn towards or away from the escort to present as small a target as possible for the pings to hit. Depth is your friend, go deep.

Quote:

(5) Practice Damage control, taking a damaged sub, do repairs and return to base or continue patrol.
Not much to damage control really. Just set up a team and activate them. Go through the list of items they are working on and put bulkheads and pumps and the top of the list. The hardest part of damage control is working the game's interface.


II. Thanks for that chapter I printed it out for reference. What gets me is haven those protractors used for plotting upsidedown. North facing South instead of true north. Still could use a good printable tutorial with pictures, that would help.

III. Yes it does, ran it lastnight just using bridge compass, that compass could be larger. What I want to do is use the navigation tools to do the plot like the old timers did. Draw the plot out and then follow it.

(2) practice surface attacks and submirge Attacks on merchents and warships
setting up fire solutions without escorts. The attacks taking place night and day.


There must be others out there in scenario/mission editing skills that could do it?
ask for a volunteer and have him submit it to Beery for inclusion? this could just be lone freights /warshipsin which HQ directs you to sink during daylight and at night.

(4) escort avoidance and attack on small convoy or task force night and day

I think with the scenario/mission editor this could be accomplished. Say a small convoy of 6 different merchent ships with two escorts. Taskforce would be 4 escorts and a capitalship, day and night attack. The object in case one sink transport and a tanker, in case two is to sink the capital ship. If ya get sunk , Ya failed and you try again untill ya pass.

For Beery thank you for the reply I will try it, Utimate sound Pack. Can you give a listof other mods that conflick with RFB or a list of those that do not? Say again that first sub schoolmission great for a green skipper like me.

Beery 05-27-07 01:53 PM

Since the subject is being discussed I thought I'd post a quick note on the air defence tutorial...

In RFB I removed the air defence parts of the tutorial because I didn't see how a WW2-era sub school would set up a firing range with real aircraft. Probably what they would have done would be to have set up wooden targets at a firing range and teach students how to lead the target. Anyway hopefully I'll get some good info from the folks at the USNSS that will help me to bring more realism to this part of the game.

Sailor Steve 05-27-07 02:48 PM

Quote:

Originally Posted by CaptainCox
But nothing to what you seem to have there.

Not another bass player!:nope: Those guys are all jerks...I should know:
http://www.subsim.com/radioroom/show...t=87423&page=9
:rotfl:
(scroll down to #167)

CaptainCox 05-27-07 03:05 PM

:rotfl: :rotfl: :rotfl: :rotfl:
Didn't have a clue. Check it out bro. :)
http://files.filefront.com/SOME_MUSI.../fileinfo.html

All arranged and played by ol CptC. Using CUBASE with a lot of samplers and stuff and basically 2 Basses, A Feder Jazz and a Fretless Yamaha.
The mixing is maybe not studio quallity but, hey!, its only a PC ;)

PS Nice PBass you got there...Vintage?

MudMarine 05-27-07 03:36 PM

Beery Pause command
 
Beery,
I know ya use the Backspace key ta pause the game but why not use the pause/break key? Far enough from the enter key as to not toacidently fire a fish.

MudMarine 05-27-07 04:02 PM

Merge file tool and debug using three files
 
Beery and other modders,

Awhile back I tried my hand at some simple mods for Rome:Total War. I found this tool Kdiff3. It allowed me to load to files and it help me compare the differences and merge into one file. As a test I loaded the stock command.cfg filr and RBF version. The diffences real stood out! The diffences are high lighted side byside.

Another way to use this tool is to debug a file and find out where the difference are that is causing a conflict. You dohave to keep a back up of originals. This is down because you can load three files. A original, the merged and what was merged. These will show up side by side.

the program is free and can can be found here:

http://kdiff3.sourceforge.net/

I hope it is useful.

clayp 05-27-07 04:08 PM

In RB1.27 the "quick missions " are gone,any way to get them back and still use 1.27??...

Beery 05-27-07 04:09 PM

Quote:

Originally Posted by clayp
In RB1.27 the "quick missions " are gone,any way to get them back and still use 1.27??...

Gone? I never touched 'em. I did rename them... I think 'historical battles' or something like that.

clayp 05-27-07 04:17 PM

Quote:

Originally Posted by Beery
Quote:

Originally Posted by clayp
In RB1.27 the "quick missions " are gone,any way to get them back and still use 1.27??...

Gone? I never touched 'em. I did rename them... I think 'historical missions' or something like that.

RGR!! SIR...

Julius Caesar 05-27-07 04:33 PM

Quote:

Originally Posted by OlegM
Beery can you (or anyone else) do SOMETHING about them annoying gunboats that are spawned as harbor defences all over the map? Those are modelled on some obscure Japanese river gunboats, that are:

a) ugly
b) unhistoric (used only in China), definitely NOT deep in the Pacific
c) harmless

I think that Japanese had like less than half a dozen of those anyway.

The game should have much MUCH more of Japanese subschasers - in fact patrol craft (PC) - and small minesweepers employed as harbor defences and even as convoy escorts. These were very numerous - in fact it's a pity we don't have more variants but the one for each (PC and MSW) in the game should suffice - and historicaly used in those roles. (Not to mention they look good too.)

Pretty please? :D

Go to \Data\Campaigns\Campaign
open (with notepad) Jap_HarborTraffic.mis

change all:

Class=JPGunBoat01
Type=0

and

Class=JPGunBoat02
Type=0

and

Type=0

to
Class=SCSubchaser
Type=0

Julius Caesar 05-27-07 04:36 PM

Beery, thank you for you great mod.
One quick question:
I'm using your mod and when I finish primary objective, I do net get secondary objective.
Is that o.k.?

perisher 05-27-07 04:46 PM

Quote:

Originally Posted by Beery
Since the subject is being discussed I thought I'd post a quick note on the air defence tutorial...

In RFB I removed the air defence parts of the tutorial because I didn't see how a WW2-era sub school would set up a firing range with real aircraft. Probably what they would have done would be to have set up wooden targets at a firing range and teach students how to lead the target. Anyway hopefully I'll get some good info from the folks at the USNSS that will help me to bring more realism to this part of the game.

Yeah, this is gunnery school stuff, not submarine school, the techniques are the same in surface ships and subs. Deck gun, however, does require different routines to surface ships' guns.

perisher 05-27-07 04:47 PM

Quote:

Originally Posted by Julius Caesar
Beery, thank you for you great mod.
One quick question:
I'm using your mod and when I finish primary objective, I do net get secondary objective.
Is that o.k.?

You do not get secondary objectives in every mission.


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