New Patch is Up!
The updated patch is ready for download. There's an issue at the moment with getting the first post updated, so here's the info for now:
http://www.filefront.com/16224499/RF...23April2010.7z
As always, only this latest patch should be applied after the main RFB file. Some changes will not be immediately apparent if one applies this patch while still on patrol.
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RFB 2.0 Patch
23 April, 2010
(Latest revisions are at the bottom of this list)
Changed default heavy deck gun AA armament on IXD2
Adjusted hydrophone performance characteristics. The speed of the target now plays more of a role in max range at which a target can be detected.
Go Back command for radar and sonar views takes player to conning tower view.
Adjusted damage zone modeling for Japanese sampans and fishing boats.
Re-enabled map contacts.
Changed 10.5cm deck gun ammo loadout to 200 HE rounds.
Changed 37mm AA gun loadout to 2500 rounds per gun.
Fixed problem with 10.5cm deck gun sound.
Added six empty planesmen slots to the control rooms for all American boats. Two enlisted men from each bridge watch should be placed here when the boat is submerged.
Changed introduction date of H-6 radar for H6K, H8K, and G4M aircraft to September 1944.
Changed max range of H-6 radar to approximately 12 miles.
Max ranges for all American subs is now based on the sub carrying fuel in their main ballast tanks (S and Tench classes already had this feature). The new ranges for the rest of the subs is as follows:
-Porpoise: 22,000 miles @ 8 knots
-Salmon, Sargo, Tambor, Gar, Gato, Balao: 15,000 miles at 10 knots
Adjusted default surface speeds for all boats (credit to virtualpender for finding the info) as follows:
-Fleet subs: 6, 12, 15, 18, max speed for each respective class
-S boats: 3, 6, 9, 11, max speed for each respective class
Dive times for all American boats re-calibrated to the historical standard surfaced speed as follows:
-Fleet subs: 15 knots
-S boats: 9 knots
Changed acceleration rate for submerged American subs to equate to approximately 4 knots/minute.
Added Gato interior mod by vickers03.
Changed ammo loadout for 3"/50 deck gun to 200 HE rounds (credit to DaveyJ576 for finding the info).
Changed SD radar range to 8 nautical miles.
Changed name of SD-1 radar to SD-2 radar.
Notes on SD-2 naming:
-SD radar underwent a lot of changes in the time it was in service with the U.S. Navy. The original SD radar sets (60 produced between late 1941 and mid-1942) were all field-modified to the horizontally-polarized U-type antenna by the summer of 1942 and were designated SD-a.
-SD-1 (20 produced) had a non-retractable mast and was installed from late 1942. SD-2 (60 produced) was essentially the production version of SD-a and had provision for IFF. It was also installed from late 1942 onwards.
-SD-3 was a version made for small craft, although some were modified back into submarine-compatible sets. SD-4 (104 produced) was an attempt to cure the problems of SD by using a linear dipole array. It was delivered between July 1943 and July 1944. SD-5 (86 produced) was completed in December 1944 and increased the power 130 kilowatts. It had a range scale of 80nm, but Norman Friedman believes this to be an "overoptimistic" belief in its max range potential.
What this all means is that, in determining when SD radar was installed on a particular boat, the following rules will apply:
-Any SD radar set installed before June 1942 will be considered to be SD radar.
-Any SD radar set installed in June 1942 and onwards will be considered to be SD-2 radar (what is called in stock SH4 "Improved SD Radar." Although SD-2 did not appear before the fall of 1942, it had in effect the same range characteristics as SD-a.
Adjusted torpedo reload times for all American submarines to a fastest time of approximately 5 minutes (except for the Porpoise class bow torpedo room, which is set at approximately 7.5 minutes). The Porpoise class bow torpedo room was known for being too cramped, making torpedo reloading and maintenance cumbersome.
Added new flag textures by conus00.
Corrected problem with torpedo dud rates for American torpedoes.
Corrected problem with soundman not hearing contacts.
Adjusted date of introduction for various conning tower modifications.
Corrected problem with submarine's diesel engine sound.
Removed all special ability skills for enlisted sailors.
Adjusted chance for a critical hit when using torpedoes.
Key command file updated by T.}{.O.R.. Backspace key now resets the game to normal time compression and strafe up and strafe down keys re-enabled.
M2 .50 cal machine gun (fixes by Peabody) is now the standard AA gun for the pre-war fleet sub fairwater configurations.
Modified the torpedo speed label for the American TDC. Mod by etheberge.
Re-implemented OakGroove's TBT and deck gun lenses.
Several corrections to camera properties for periscopes, deck gun, TBT, and binoculars.
Reverted binocular view to stock.
Some changes to dive performance for the fleet submarines.
Fixed a problem with depth charge racks on Japanese destroyers.
Added conus00's new headphone and watch crew binocular textures.
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////////RFB2 VISUAL SENSORS REWORK 1.0///////////
This set of files will make certain changes to the RFB visual sensor and the 3D scenary in order to have a more realistic result.
The existing problems so far -which this mod attempts to minimize- were as follows:
-Crew sighted in good visibility conditions far located ships that were invisible to the player
-Crew had too much good vision at night
-Fog was too dense except in excellent visibility conditions
-Crew could not see under foggy conditions ships the player could
First thing that should be noticed is that there is no perfect solution for all situations, owing to these hardcoded limits:
1- Visual sensors in the game are mostly independent from what is actually rendered on screen, except light level (To a certain extent)
2- Visual sensors in the game are not hindered by horizon, nor by ships been "hull down". For the crew ships are entirely "visible" even if completely hidden below the horizon. THis is specially true for small vessels, which can be completely hidden
3- Visual sensors in the game differentiate between night and day, but night is a more or less fixed percentage of vision from the day, and there are major problems with twilight situations.
4- Visual sensors in the game differentiate between overcast and clear skies, but NOT based on what is rendered on screen. Hence the vision of your crew worsens a lot in overcast weather no matter if the other vessels are still clearly visible to you. Which is specially true when seing them against the mild grey background of the overcast sky
5- There is a certain simplification of sensors when running higher time compression
6-Many settings tend to interact with others because you rarely get perfectly test conditions during a campaign (literally dozens of different mixes of fog, light, clouds, etc. are possible, and you must add to rgar the different monitors and monitor settings for all players!).
7- Sensor efectiveness also depends on your crew's experience.
To adress those problems as possible, a compromise had to be made with the main objetive of NEVER having a ship sighted by the crew that is actually invisible to the player. The opposite however is true, i.e. if you would stay in the bridge at 1x time compression and scan the horizon, you would find ships your crew will not see until they are closer/the light level raises. The areas in which I have worked are following:
1- Earth radius: While in true life it is 640000 metres, I have set it to 800000. The reason is that you see ships better in the horizon, specially small ones.
2- Horizon fog: Has been lowered considerably to improve visibility in excellent weather conditions, up to nearly 20000 metres.
3- Environmental Fog: There was a major bug in the environment file, where fog settings were equally dense for heavy, medium and light fog
4- Sensor range settings: I limited the maximum range of visual sensors to better match the moment when ships are actually rendered in screen at extreme ranges. Now when the crew calls ship sighted you should be always 4able to see tips of masts in the horizon
5- Sensor sensitivity settings: This is the most delicate and tricky part, I did my best but of course it won't be perfect for all situations.Expect green crews to spot enemy ships only at closer ranges at night, but so far I have never had the problem of being detected by them before I saw them. In general, though, sensitivity at night has been toned down considerably, so those guys with darker monitors should be pleased.
IF YOU FEEL THAT YOUR CREW IS SEEING ENEMY SHIPS TOO LATE AT NIGHT, USE THE GAMMA SETTING IN THE GAME OPTIONS TO MAKE THINGS DARKER UNTIL YOU SEE THE ENEMY BARELY WHEN YOUR CREW CALLS IT. Dark gamma settings are actually great to make the game look better, so it's a win-win situation.
The final AVERAGE results I have had so far are more or less as follows:
Clear/cloudy day:
-Excellent visibility (No fog): Crew will spot ships up to 16-18000 metres
-Good visibility (Light fog): Crew will spot ships up to 10-12000 metres
Clear/cloudy night:
-Excellent visibility (No fog): Crew will spot ships up to 8-9000 metres
-Good visibility (Light fog): Crew will spot ships up to 8-9000 metres
Overcast day:
-Excellent visibility (No fog): Crew will spot ships up to 16-18000 metres
-Good visibility (Light fog): Crew will spot ships up to 10-12000 metres
-Medium visibility (Medium fog): Crew will spot ships up to 6-7000 metres
-Bad visibility (Heavy fog): Crew will spot ships up to 1500 metres
Overcast night:
-Excellent visibility (No fog): Crew will spot ships up to 8000 metres
-Good visibility (Light fog): Crew will spot ships up to 8000 metres
-Medium visibility (Medium fog): Crew will spot ships up to 5000 metres
-Bad visibility (Heavy fog): Crew will spot ships up to 1000 metres
In any case, I think that in all situations you will actually SEE what your crew does. Bear in mind in any case that I have limited time to test, and this all is very time consuming, so I wellcome any feedback based on repeated situations (Don't raise your hands to the sky and yell because in one specific situation sensors didn't work as expected, OK?).
Hitman, March 2010
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