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

dasintra 05-30-08 03:45 PM

Quote:

Originally Posted by RFB Team
Quote:

Originally Posted by dasintra
Hi,

I've encountered really frustrating bug in this version of RFB. I mean totally harmless escorts who don't drop ANY DC. I think that it is linked with animation problem - all crafts drop theirs charges non-stop, however there is no splash and no explosion. Is there any way to fix it up?
I hope it could be done, because I'm running my rfb from it's very first version. :D

Mods enabled, and in what order? Date and location? Target type?

I've just installed sh+ubm, then run only two mods (enabled in the same order as below; through JSGME)

- RFB 1.5
- rfb patch052018
- ROW v3.3
- rfb patch052608




btw. Is there any way to do sth about deck gun efficiency? I've hit encoutered cargo with 50+ rounds and it was still running at full speed (~15kn).

akdavis 05-30-08 03:50 PM

Quote:

Originally Posted by RFB Team
Quote:

Originally Posted by dasintra
Hi,

I've encountered really frustrating bug in this version of RFB. I mean totally harmless escorts who don't drop ANY DC. I think that it is linked with animation problem - all crafts drop theirs charges non-stop, however there is no splash and no explosion. Is there any way to fix it up?
I hope it could be done, because I'm running my rfb from it's very first version. :D

Mods enabled, and in what order? Date and location? Target type?

yeah, I'm almost certain the problem is the missing "guns_radars_04.sim" file. Remove "guns_radars.sim" from stock 1.5 and you will get exactly the behavior described above.

Wilcke 05-30-08 04:31 PM

Quote:

Originally Posted by dasintra
Quote:

Originally Posted by RFB Team
Quote:

Originally Posted by dasintra
Hi,

I've encountered really frustrating bug in this version of RFB. I mean totally harmless escorts who don't drop ANY DC. I think that it is linked with animation problem - all crafts drop theirs charges non-stop, however there is no splash and no explosion. Is there any way to fix it up?
I hope it could be done, because I'm running my rfb from it's very first version. :D

Mods enabled, and in what order? Date and location? Target type?

I've just installed sh+ubm, then run only two mods (enabled in the same order as below; through JSGME)

- RFB 1.5
- rfb patch052018
- ROW v3.3
- rfb patch052608




btw. Is there any way to do sth about deck gun efficiency? I've hit encoutered cargo with 50+ rounds and it was still running at full speed (~15kn).


DC problem being explored by the RFB Team.


If you are running the latest version of RFB you do not need patches.

It will be RFB 1.5 05282008.

Do not run ROW over the top of RFB, I am sure it will break something in RFB. If its overwriting files its going to cause problems.

As to the deck gun, RFB models it in realistic terms. It's something you learn to live with, change on your own or just unload the mod. The deck gun has been discussed ad nauseum.

I hope this works for you!

Happy Hunting:ping:!

akdavis 05-30-08 05:07 PM

Quote:

Originally Posted by Wilcke
DC problem being explored by the RFB Team.

Well, if this helps, specifically the following Japanese ships are unaffected or are partially unaffected depending on date:

COKaibokan
AuxSubchaser

No13 (after 19440701)
Minekaze (after 19430901)
Mutsuki (after 19431231)
Subchaser (after 19440131)
Shiratsuya (after 19430501)
Akizuki (after 19440401)
Asashio (after 19440315)

This is because they either never use any of the systems in "guns_radars_04" or revert entirely to the stock systems in "guns_radars" after a certain date (i.e. "DCRack_SH4," "YGun," and "KGun"). There are some overlapping dates on many where some systems are working and others are not because of a mix of systems from "guns_radars_04" and "guns_radars". I don't know if any ships that aren't Japanese use systems from "guns_radars_04".

RFB Team 05-30-08 06:44 PM

Quote:

Originally Posted by dasintra
I've just installed sh+ubm, then run only two mods (enabled in the same order as below; through JSGME)

- RFB 1.5
- rfb patch052018
- ROW v3.3
- rfb patch052608

This is why we put up detailed instructions in the first post about what needs to be installed and in what order to get the mod running properly. Not saying there isn't a problem with Japanese DDs (we're looking into the matter), but it does help clear up any confusion over what is a bug and what is not.

lurker_hlb3 05-30-08 06:53 PM

Quote:

Originally Posted by akdavis
Quote:

Originally Posted by Wilcke
DC problem being explored by the RFB Team.

Well, if this helps, specifically the following Japanese ships are unaffected or are partially unaffected depending on date:

COKaibokan
AuxSubchaser

No13 (after 19440701)
Minekaze (after 19430901)
Mutsuki (after 19431231)
Subchaser (after 19440131)
Shiratsuya (after 19430501)
Akizuki (after 19440401)
Asashio (after 19440315)

This is because they either never use any of the systems in "guns_radars_04" or revert entirely to the stock systems in "guns_radars" after a certain date (i.e. "DCRack_SH4," "YGun," and "KGun"). There are some overlapping dates on many where some systems are working and others are not because of a mix of systems from "guns_radars_04" and "guns_radars". I don't know if any ships that aren't Japanese use systems from "guns_radars_04".


Very nice trouble shooting. If you go into the "ShipsPart" directory and look "VERY" close at the guns_radars_XX file names I bet you can figure out what's wrong

RFB Team 05-30-08 07:47 PM

Japanese Depth Charge Fix
 
This fix is intended for those who are not running the RSRDC campaign mod with RFB. It fixes the problem of Japanese warships not dropping depth charges when making an attack run on your boat:

http://dodownload.filefront.com/1042...d5d22a495dce12

akdavis 05-30-08 09:37 PM

Quote:

Originally Posted by lurker_hlb3
Quote:

Originally Posted by akdavis
Quote:

Originally Posted by Wilcke
DC problem being explored by the RFB Team.

Well, if this helps, specifically the following Japanese ships are unaffected or are partially unaffected depending on date:

COKaibokan
AuxSubchaser

No13 (after 19440701)
Minekaze (after 19430901)
Mutsuki (after 19431231)
Subchaser (after 19440131)
Shiratsuya (after 19430501)
Akizuki (after 19440401)
Asashio (after 19440315)

This is because they either never use any of the systems in "guns_radars_04" or revert entirely to the stock systems in "guns_radars" after a certain date (i.e. "DCRack_SH4," "YGun," and "KGun"). There are some overlapping dates on many where some systems are working and others are not because of a mix of systems from "guns_radars_04" and "guns_radars". I don't know if any ships that aren't Japanese use systems from "guns_radars_04".


Very nice trouble shooting. If you go into the "ShipsPart" directory and look "VERY" close at the guns_radars_XX file names I bet you can figure out what's wrong

Obviously exactly what I said earlier, but then two posts suggested it was still being looked into, so I thought there might be more going on that at first appeared to me. Your arrogance towards people just trying to be helpful is not very flattering.

Quote:

yeah, I'm almost certain the problem is the missing "guns_radars_04.sim" file

dasintra 05-31-08 02:40 AM

Quote:

Originally Posted by RFB Team
This fix is intended for those who are not running the RSRDC campaign mod with RFB. It fixes the problem of Japanese warships not dropping depth charges when making an attack run on your boat:

http://dodownload.filefront.com/1042...d5d22a495dce12



Thanks for this fix, now works like it should.

czACha 05-31-08 03:42 AM

Quote:

Originally Posted by czACha
Quote:

Originally Posted by czACha
Thank you for your hard work RFB TEAM.
Can you help me with some factors about shells effectiveness in you mode?
3,5" = ?
4,5"=?
5,2"=?

I would be appreciate for an answer

Well.... I don't understand, is there anyone who can answer this question?
I do not need to be convinced about gun effectiveness, I just want to now differences in effectiveness between all 3 calibers.

dasintra 05-31-08 05:28 AM

Next problem found (hope it's the last one). I've loaded RSRDC for rfb and started new game in 1945 just to try Tench-class boat and it's two deck guns. I was supprised when saw, that both AAs and DG's don't have any ammunition at all.
I can tell you that on pure version of RFB 1.5 this problem doesn't showed up, soooo I think it is related with patch(es).

lurker_hlb3 05-31-08 05:52 AM

Quote:

Originally Posted by dasintra
Next problem found (hope it's the last one). I've loaded RSRDC for rfb and started new game in 1945 just to try Tench-class boat and it's two deck guns. I was supprised when saw, that both AAs and DG's don't have any ammunition at all.
I can tell you that on pure version of RFB 1.5 this problem doesn't showed up, soooo I think it is related with patch(es).



http://www.subsim.com/radioroom/show...&postcount=205

RFB Team 05-31-08 06:42 AM

Quote:

Originally Posted by czACha
Well.... I don't understand, is there anyone who can answer this question?
I do not need to be convinced about gun effectiveness, I just want to now differences in effectiveness between all 3 calibers.

3" is a very weak weapon. It was originally designed as an AA gun during WWI. Best used to finish off cripples.

4" has about a 50% increase in performance over the 3". Takes about 25 good hits along the waterline of the 1800-ton Japanese freighter to sink it. Again, though, mainly used to finish off cripples (sense a pattern here? ;)). The German 105mm deck gun shares the same shell data as the 4". (4" = 101mm).

5" is about 50% more powerful than 4".

These are the rough values for the current release. Shell values are being tweaked and adjusted already for the next RFB release.

dasintra 05-31-08 10:02 AM

Quote:

Originally Posted by lurker_hlb3
Quote:

Originally Posted by dasintra
Next problem found (hope it's the last one). I've loaded RSRDC for rfb and started new game in 1945 just to try Tench-class boat and it's two deck guns. I was supprised when saw, that both AAs and DG's don't have any ammunition at all.
I can tell you that on pure version of RFB 1.5 this problem doesn't showed up, soooo I think it is related with patch(es).



http://www.subsim.com/radioroom/show...&postcount=205


Thanks

czACha 05-31-08 02:16 PM

Quote:

Originally Posted by RFB Team
Quote:

Originally Posted by czACha
Well.... I don't understand, is there anyone who can answer this question?
I do not need to be convinced about gun effectiveness, I just want to now differences in effectiveness between all 3 calibers.

3" is a very weak weapon. It was originally designed as an AA gun during WWI. Best used to finish off cripples.

4" has about a 50% increase in performance over the 3". Takes about 25 good hits along the waterline of the 1800-ton Japanese freighter to sink it. Again, though, mainly used to finish off cripples (sense a pattern here? ;)). The German 105mm deck gun shares the same shell data as the 4". (4" = 101mm).

5" is about 50% more powerful than 4".

These are the rough values for the current release. Shell values are being tweaked and adjusted already for the next RFB release.

Thank you, I've started to think I'm invisible

CapnScurvy 06-06-08 12:23 AM

Quote:

Originally Posted by akdavis
The Antenna Bearing Indicator above the A-scope is not really usable due to some overlapping parts:
http://img215.imageshack.us/img215/7...gindicads2.jpg

Would be great if that could be fixed, as it is very helpful for taking bearings while using the A-scope.

We have corrected the problem with the Radar Bearing dial. The temporary RFB 1.5 060508 download site can be found here which includes the following fixs:

1. A fix for the depth charge capacity and availability of several of the escort ships (DC Patch 052808).

2. A reworked Radar Bearing dial for manually focusing the beam.

3. Changed the graphics for the main Deck Gun and smaller armaments ammunition, to better show what your using. Both the American and German sides were modified.

4. Added two Word documents. One is a revised instruction for the SCAF mod that is used within RFB 1.5 for finding manual range with the Stadimeter. The second is a corrected RFB Keyboard Command list.

5. Added the optional JSGME compatible Metric Nomographs for both American and German sides.

No other previous patches dated prior to 060308 need to be added. This version is cumulative of all other fix's.

=======================

For those that may not know, there is a Bearing Dial at the Radar Station for pointing the fucus beam in a particular direction. This dial was only partially seen with the stock game view, and was quite useless without being fully seen. With RFB, the bearing dial can be easily seen just above the A-Scope (PPI Radar screen). Although the dial can not be manipulated as the Sonar Bearing dial by using a mouse click, the Radar Bearing Dial can be manually moved with the Home/End keys.

As the image below shows the outer stationary bearing ring is the subs "relative bearing", as it relates to the sub itself. The 0 bearing is straight foward of the sub, 27 (270 degrees) is Port (left), 9 (90 degrees) is right or Starboard.

http://i175.photobucket.com/albums/w...212932_703.jpg


The inner moving dial is the "true" bearing to north of the subs heading. You will note the upper top most degree bearing of the inner dial is the same as the compass dial. The arrows between the two dials can be moved with the Home/End keys when the radar switch is set to manual "Focus", not "Sweep". This will give you the ability to keep either the Surface (SJ) or Air (SD) radars pointing towards a particular direction.

RFB Team Member

AVGWarhawk 06-06-08 05:12 AM

Very cool. :D

Wilcke 06-06-08 09:09 AM

Well done Captain!

Nisgeis 06-06-08 01:07 PM

The work on the radar train bearing indicator certainly helps things I have planned. Very nice work.

Quote:

Originally Posted by CapnScurvy
This will give you the ability to keep either the Surface (SJ) or Air (SD) radars pointing towards a particular direction.

Sorry to nitpick, please don't take this as criticism, but isn't the SD radar omnidirectional?

Nephandus 06-06-08 03:47 PM

A really nice and enjoyable mod.

There are some things, I did not like too much though:

- Deck Guns: The rate of fire is way too low and not quite historical.
- AA Guns: as with patch 052108, the AI AA on the boat would not work anymore. I tested it and I believe the reason was the deletion of the ammo choice
- Typos and strange phrasing in the mission briefings.
- Momi Class Destroyers having a bow wave only on the starboard side.

I made some modifications for the first two things for private use (I swear, I haven't published those... I wouldn't do without permission anyway) and currently I chose to work on the TSR files of the US campaign to correct those errors. If anyone of the RFB team is interested, feel free to contact me.


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