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RFB Team 05-15-08 12:17 AM

Quote:

Originally Posted by NoiR
One question: I can't seem to find a patch on first page. Do you still need to apply one on do you just download a new complete installation package?

Just the one file, plus the optional ones if you plan to run German campaigns and/or the game with the metric system.

akdavis 05-15-08 01:02 AM

Wow, awesome stuff guys. The Flakvierling is now the fun switch it deserves to be.

Two things I noticed:

1. Actually not sure if this was touched in the patch or not, but the shell passing sound still loops as it approaches and passes over instead of a playing a smooth doppler effect (as in stock). Possibly experience of this might vary depending on range from guns and ballistic trajectory of the round. Tested with both realistic sound travel on and off. (On a related note of little importance, testing this I noticed the sound "P08_&Shell_water_explosion" is really weak and might be worth "enhancing" sometime down the line. Sounds more like something heavy being dropped into a pool than a high-velocity shell striking water.)

2. XVIII is still missing the Walther drive button. Not really important to me, but I had thought that button might be useful for future modding, and without the Walther drive, the XVIII is just a gimped XXI (which personally I would actually prefer to have in the game).

Ricky_75 05-15-08 03:13 AM

Great job!
 
Installed the new version - works great!

But most times, when manual aiming at a target, the position keeper is at the right position and stays a the right position, but torps are missing (about 400 yards!)

Any ideas? Tried it inside the torpedo school and it worked, tried it inside a career with heavy sea and tried it 6 times with a savegame - and no torp hit!

The AOB is ok, speed is ok, distance is ok, PK marks the merchant and stays with the merchant over time.

I obtain the tracking data like this:
0) disable PK
1) Identify target
2) Using range-finder, apply data
3) Mark merchant on map
4) wait ....
5) Using range-finder, apply data
6) get speed calculated
7) get aob
8) re-get range and apply
9) enable PK
10) validate speed with marked point on map and time
11) validate PK at attack map
12) fire torpedo

... torpedo is missing with an angle of more that 20 degree :-(

WTF am I doing wrong?

RFB Team 05-15-08 03:37 AM

Quote:

Originally Posted by akdavis
Wow, awesome stuff guys. The Flakvierling is now the fun switch it deserves to be.

Two things I noticed:

1. Actually not sure if this was touched in the patch or not, but the shell passing sound still loops as it approaches and passes over instead of a playing a smooth doppler effect (as in stock). Possibly experience of this might vary depending on range from guns and ballistic trajectory of the round. Tested with both realistic sound travel on and off. (On a related note of little importance, testing this I noticed the sound "P08_&Shell_water_explosion" is really weak and might be worth "enhancing" sometime down the line. Sounds more like something heavy being dropped into a pool than a high-velocity shell striking water.)

2. XVIII is still missing the Walther drive button. Not really important to me, but I had thought that button might be useful for future modding, and without the Walther drive, the XVIII is just a gimped XXI (which personally I would actually prefer to have in the game).

Glad you like the fixed AA guns. You don't want to know the logic of why I had them the way I did before. :oops: That flakvierling really is a buzzsaw now! :arrgh!:

On to your comments:
  1. Shell noise in the air: this really is an odd one, as I removed any doppler effect from the SH.sdl file. Tested it out in-game, and it sounded good to me. I "think" the problem may be because the file is supposed to be looped and, since the file I'm using has a doppler effect, it causes it to sound funny in-game. The fix for this may be to disable the looping feature of this sound. Will look more into it. As for the shell noise hitting the water...hmm, may want to replace it in the future. Again, something I'll look at.
  2. This is probably an issue with the orders bar problems we've been having. The H2O2 panel is there in the file, but it's not showing up. Another thing to put on the to-do list.

RFB Team 05-15-08 04:07 AM

akdavis:

Looking at the file further, it is indeed a matter of the file looping that causes the shell noise in the air to sound strange. The files I was using were intended to be heard as an incoming artillery round about to strike the ground and wasn't designed to be a looping file. I found a much improved shell noise sound that is intended to loop, so here it is, along with restoring the doppler effect:

http://dodownload.filefront.com/1022...d5d22a495dce12

(It can be applied any time to the game).

Schultzy 05-15-08 07:19 AM

hi lads...

I just thought i'd report a wierd problem i've been encountering... it's not affecting the game in anyway, it's just a bit odd and i'm wondering as no one else is reporting it, whether it's just my install that's corrupted.

Basically, everything is shipshape until i use the periscope. If I use the right mouse button to back out of it, the conning tower "room" is no longer available and i get a black screen with "camera out of sectors" message. I have to quit out and restart it to get my view back...

It doesn't seem to affect anything else, but i miss my CT :hmm:

running:

NSM
w-clears enviro-mod
rfb
rsrd
no sub marker on map

Thanks a lot guys...other than my missing ct i really am enjoying this :rock:

Wilcke 05-15-08 09:22 AM

Quote:

Originally Posted by Schultzy
hi lads...

I just thought i'd report a wierd problem i've been encountering... it's not affecting the game in anyway, it's just a bit odd and i'm wondering as no one else is reporting it, whether it's just my install that's corrupted.

Basically, everything is shipshape until i use the periscope. If I use the right mouse button to back out of it, the conning tower "room" is no longer available and i get a black screen with "camera out of sectors" message. I have to quit out and restart it to get my view back...

It doesn't seem to affect anything else, but i miss my CT :hmm:

running:

NSM
w-clears enviro-mod
rfb
rsrd
no sub marker on map

Thanks a lot guys...other than my missing ct i really am enjoying this :rock:

Gonna have to try that one. Easy to replicate. All the subs do it.....? Gonna try tonight, unless someone beats me to it....

Have a good one.

akdavis 05-15-08 09:39 AM

Quote:

Originally Posted by RFB Team
akdavis:

Looking at the file further, it is indeed a matter of the file looping that causes the shell noise in the air to sound strange. The files I was using were intended to be heard as an incoming artillery round about to strike the ground and wasn't designed to be a looping file. I found a much improved shell noise sound that is intended to loop, so here it is, along with restoring the doppler effect:

http://dodownload.filefront.com/1022...d5d22a495dce12

(It can be applied any time to the game).

The new sound is superb. Really causes you to duck your head at the crucial moments.

ManoFDeep 05-15-08 10:56 AM

few problem
 
Hi thx for this mod it really takes Sh4 to a very hight quality I know you put your best in this project.Our first task as player is to enjoy the game but also to report any bugs we may encounter:
I found a strange thing about the convoy is it possible that two only marchant ships was escort by 4 subchaser and other three destroyer at the start of the war?Then I found also that it seems the enemy sensors are more worse I was at 45 m at maximum speed and it seems that the ships couldn't find me another and last is that it should be two man at the dives plane?
Thx for the great mod

DavyJonesFootlocker 05-15-08 11:12 AM

I'm not sure if this was mentioned or not but when receiving orders to patrol an area on the map it states it in metric measurments. What if you sail in the US campaign and your measurements are in imperial standards? There are no conversion tables available.

AVGWarhawk 05-15-08 12:13 PM

Quote:

Originally Posted by ManoFDeep
Hi thx for this mod it really takes Sh4 to a very hight quality I know you put your best in this project.Our first task as player is to enjoy the game but also to report any bugs we may encounter:
I found a strange thing about the convoy is it possible that two only marchant ships was escort by 4 subchaser and other three destroyer at the start of the war?Then I found also that it seems the enemy sensors are more worse I was at 45 m at maximum speed and it seems that the ships couldn't find me another and last is that it should be two man at the dives plane?
Thx for the great mod

Merchant traffic is either stock in your game or you are using RSRD. These were not touched by the RFB mod. Need to know if you are running stock traffic or using RSRD. If you are using RSRD it would be best to ask Lurker on the subchaser question.

I do not understand your enemy sensor question.

Two men at the dive plane wheels will only happen at battle stations. When the men were not at battle station the dive plane wheel was not normally manned. However, there would be one person there when not in battle stations. When the klaxon went off for battle stations, one of the watch crew would slide down the ladder into the command room and man the other dive plane.

ManoFDeep 05-15-08 12:56 PM

Thx for your answer.Yes I'm curently running RSRD so its not depending on RFB:hmm:
nice to know so probably its RSRD that is acting strange because I Download the RFB version of it so maybe that's the problem because when I run the normal version 371 with TMO I don't run into that problem...I will make some other testes and see if that happen again
I can ask to lurker but for me 4 subcheser 3 destroyer are a little bit too much also for the most kickass captain:arrgh!:

anyway thx for your help

Wilcke 05-15-08 03:50 PM

Quote:

Originally Posted by ManoFDeep
Thx for your answer.Yes I'm curently running RSRD so its not depending on RFB:hmm:
nice to know so probably its RSRD that is acting strange because I Download the RFB version of it so maybe that's the problem because when I run the normal version 371 with TMO I don't run into that problem...I will make some other testes and see if that happen again
I can ask to lurker but for me 4 subcheser 3 destroyer are a little bit too much also for the most kickass captain:arrgh!:

anyway thx for your help

FYI, I am running an early war patrol 12/41 around eastern Luzon and have run into a convoy of 2 merchants escorted by 4 tin cans. It was middle of the night, 15m wind, and they were blind as bats and not pinging. Just want to confirm convoy composition and that the tin cans were no factor.

Using latest version of RFB and RSRDC.

CapnScurvy 05-15-08 06:43 PM

Quote:

Originally Posted by Ricky_75
Installed the new version - works great!

But most times, when manual aiming at a target, the position keeper is at the right position and stays a the right position, but torps are missing (about 400 yards!)

Any ideas? Tried it inside the torpedo school and it worked, tried it inside a career with heavy sea and tried it 6 times with a savegame - and no torp hit!

The AOB is ok, speed is ok, distance is ok, PK marks the merchant and stays with the merchant over time.

I obtain the tracking data like this:
0) disable PK
1) Identify target
2) Using range-finder, apply data
3) Mark merchant on map
4) wait ....
5) Using range-finder, apply data
6) get speed calculated
7) get aob
8) re-get range and apply
9) enable PK
10) validate speed with marked point on map and time
11) validate PK at attack map
12) fire torpedo

... torpedo is missing with an angle of more that 20 degree :-(

WTF am I doing wrong?

Ok, I guess I'll take a shot at this one. You state in the # 2. spot that you "use the range finder and apply data". My first question is how far out are you from the target? If you're more than 4000 yards distance form target using the stadimeter is just about useless, especially if your in heavy seas. The rise and fall of both target and sub will make it very difficult to get a correct reading at long distances. Why not take an innitial sonar reading of the target? It's much more accurate. And, do it yourself, don't rely on the crew to give you accurate readings. Go to the sonar station with the target bearing in hand and find it yourself. Then send it to the PK. The range finding will be very accurate as long as you remember that the farther the range, the greater amount of error there will be in any reading. That means sonar, stadimeter, radar, anything.

#3. "Mark merchant on map" That's good. Now you can get a fix on the target as long as it is set to show on the map from your options settings. If not, I'd ask you to do so until you get comfortable with the map marking. When you are, use the option "No Map Contact Update" for a real experience in manual targeting. (A shameless plug for my "Tutorial for High Realism") With a couple of marks on the map showing the targets position, the targets course can be drawn by intersecting the marked spots.

Again, I don't see anywhere else where you use the sonar for range. That's a mistake. Use it along with the stadimeter. How many times should you check? The more the better. Right up to the time of firing if you can. You will know when your getting the right range when a sonar finding, preceeded by a stadimeter reading are almost the same. Give or take 20 yards.

And, where have you checked the torpedos for speed and depth? Each one needs to be checked. Do not set the "Offset Angle", leave it at zero. I never mess with the angle setting.

That should do it, as long as you set up your sub to a perpendicular angle to the target path. Check the AoB to make sure it seems right for the actual angle your following the target on. The AoB likes to be at the 9 (90 degree) mark port or starboard when the torpedos hit. As the target nears the bearing of 15 to 20 degrees port or starboard of dead straight on (zero degrees), open the outer tube doors to all torpedos that you plan on firing. At about the 10 to 15 degree bearing mark, fire away in quick sucsession. I've had 2nd and 3rd torpedos miss the target because the first hit caused the ship to slow or at least rock out of step to the initial solution. Not to mention the evasive action of the target once it realizes its under attack.

Fish40 05-15-08 07:05 PM

Useing the sonar to get range is good, I've used it myself. One thing to keep in mind though, I wouldn't use it if escorts were anywhere to be seen. They can, and do hear the emitted sonar ping. After that, it's game over.


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