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

trebby 05-21-08 06:58 AM

Hello RFB team,

Quick question. Are trying the new mod. However all Jap DD I encounter sofar have lost their stern DC equipment, only the side launchers left. Now they straddle without damage mostly, up to almost harmlessness.
In the stock game the DD/DC had stern rollers and were more deadly, making an more dangerous foe.

Are my observations correct? If yes, I suppose they were removed out of historical reasons?

Thanks, Trebb.

Mods:

NSM4 Light
1 PE3 install
2c PE install
3a PE
4 PE
5 PE
ROW sea foam
ROW sun flair
RFB 1.5_051408
RSRD RFBv15 v395 RC5
Destroyer in attack run Sound man fix 1.01a
Depth charge drop wrn 1.01a
wartime tonnage aces
Captain M More CBS news 1.2

goose814 05-21-08 08:51 AM

I see this was lightly touched upon in post #616, but is there a more detailed description on how to get an unobstructed view from the TBT. I'm familiar with altering or modifying some things, but I'm kind of clueless for this. Thanks for any help.

Gus

akdavis 05-21-08 09:10 AM

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.

tedhealy 05-21-08 10:39 AM

Quote:

Originally Posted by goose814
I see this was lightly touched upon in post #616, but is there a more detailed description on how to get an unobstructed view from the TBT. I'm familiar with altering or modifying some things, but I'm kind of clueless for this. Thanks for any help.

Gus

It's easy, but you need silent 3ditor. Open up cameras.dat in data/library. Click on the dummy cam UZO arrow to open it up, then the arrow for cameraparams. Now change the clip distance. I changed it to 8, the value TMO uses.

If you want the binoculars to have an unobstructed view, do the same for dummy cam binoculars. I used 3 for the clip distance value there as TMO does.

OneDominatus 05-21-08 03:57 PM

Hi, I'm haveing this stange problem in my career, basicly my Deck gun and one of my 3 flak guns have no ammo ever, even when I leave port at the start of a mission. All I have installed is the base game and u-boat xp and your awesome mod for 1.5, is there anything I can do to fix this and keep my current career?
Thanks in advance :)

akdavis 05-21-08 04:01 PM

Quote:

Originally Posted by OneDominatus
Hi, I'm haveing this stange problem in my career, basicly my Deck gun and one of my 3 flak guns have no ammo ever, even when I leave port at the start of a mission. All I have installed is the base game and u-boat xp and your awesome mod for 1.5, is there anything I can do to fix this and keep my current career?
Thanks in advance :)

They have HE ammo only. The game loads AP (the far left shell) by default, and if no AP is in the loadout, then the gun will start unloaded. Just click on the HE icon to load, or put AI on the gun and they will load as needed.

RFB Team 05-21-08 07:43 PM

Quote:

Originally Posted by trebby
Hello RFB team,

Quick question. Are trying the new mod. However all Jap DD I encounter sofar have lost their stern DC equipment, only the side launchers left. Now they straddle without damage mostly, up to almost harmlessness.
In the stock game the DD/DC had stern rollers and were more deadly, making an more dangerous foe.

Are my observations correct? If yes, I suppose they were removed out of historical reasons?

Thanks, Trebb.

I've forwarded this question to Lurker, as it looks like it is something RSRD modifies.

theold1 05-21-08 08:51 PM

I've started using this mod and I love it so far :). I always prefer my sims realistic, so I'm using this and RSRD.

I have a question about this part, from the readme: "Reduced incidence of SH4's torpedo gyro angle bug (the one where all of your sub's torpedoes veer off by 20 degrees to port) back to standard SH4 levels".

I'm using RFB 1.5, and I have this problem something horrible. It seems to happen mostly when I shoot at slow or stopped targets. I can hit fast moving targets OK, but *every* *time* I shoot at a stopped target my torpedoes go about 20 degrees off to port (with manual aiming).

On my first patrol (I'm a new player) I found a lone merchant ship going 11 knots. I launched 3 torpedoes. Two hit, and one of the two was a dud. The good one slowed him down to 2 knots, but from there I launched every other torpedo on the boat and they all went off to port. I've also tried to hit stopped ships, with the TDC target speed set to zero, but same thing.

Since I can hit moving ships with all the manual gyrations that entails, I'm fairly sure it's not something I'm doing wrong in the targeting process.

I know this is a game bug, not a mod bug, but since the 1.5 readme mentions an improvement I wonder why I still am seeing it. It's almost a game-breaker for me, alas :(

I've even tried using a modding tool to reduce the gyro angle error for the MK14 torpedo to 2 degrees (from a much larger value - 40 or 60 or something I think?) with no difference - they still veer off to port. I'm not sure what to do to fix this so I can play a whole patrol reasonably. Any help would really be appreciated! It's the one thing kind of blocking me from really getting into this game.

goose814 05-21-08 09:58 PM

Quote:

Originally Posted by tedhealy
It's easy, but you need silent 3ditor. Open up cameras.dat in data/library. Click on the dummy cam UZO arrow to open it up, then the arrow for cameraparams. Now change the clip distance. I changed it to 8, the value TMO uses.

If you want the binoculars to have an unobstructed view, do the same for dummy cam binoculars. I used 3 for the clip distance value there as TMO does.
Awesome. It worked perfectly. Thanks so much for your help.

Gus

RFB Team 05-22-08 12:08 AM

RFB Patch 052108 has been uploaded
 
RFB Patch 052108 is now up on FileFront and ready for download. It can be found at this link:

http://dodownload.filefront.com/1029...d5d22a495dce12

This patch rolls together a number of fixes that have been compiled since the original RFB 1.5 release. This fixes, among other things:

-Shell traveling through the air sound
-Updated torpedo parameters, according to the changes Sam made but were not included in the 1.5 release
-CapnScurvy's Menu_1024_768 file changes and shell graphics tweaks
-RPM values for the fleet submarines adjusted. Prior to this I had them set to the diesel engine RPM, not the shaft RPM.
-Submerged range values adjusted, based on Lurker's test results. This fixes the problem with the huge save files.

Also in this patch:

-Interior ambiance sound dropped by 5%
-Historical roster names for each ship in SH4, including those added by RSRD. Ship names are listed as they were known during the war. This means the Naka Class is no called the Sendai Class; the Takaos as the Atago Class, and the Akizukis as the Terutsuki Class.

Install this patch over the main RFB release and let it overwrite all files.

DaSloth 05-22-08 04:34 AM

Quote:

RFB Patch 052108 is now up on FileFront and ready for download. It can be found at this link:

http://dodownload.filefront.com/1029...d5d22a495dce12

This patch rolls together a number of fixes that have been compiled since the original RFB 1.5 release. This fixes, among other things:
Can this patch be used with v1.4 031408??

Paajtor 05-22-08 07:30 AM

Quote:

Originally Posted by RFB Team


**** This is mod is compatible only with version 1.5 of the game****

RFB Support for version 1.4 of the game has stopped. Do NOT attempt to install this mod with any version of the game other than 1.5!

Hope this explains enough.

CapnScurvy 05-22-08 08:03 AM

Quote:

Originally Posted by theold1
I've started using this mod and I love it so far :). I always prefer my sims realistic, so I'm using this and RSRD.

I have a question about this part, from the readme: "Reduced incidence of SH4's torpedo gyro angle bug (the one where all of your sub's torpedoes veer off by 20 degrees to port) back to standard SH4 levels".

I'm using RFB 1.5, and I have this problem something horrible. It seems to happen mostly when I shoot at slow or stopped targets. I can hit fast moving targets OK, but *every* *time* I shoot at a stopped target my torpedoes go about 20 degrees off to port (with manual aiming).

On my first patrol (I'm a new player) I found a lone merchant ship going 11 knots. I launched 3 torpedoes. Two hit, and one of the two was a dud. The good one slowed him down to 2 knots, but from there I launched every other torpedo on the boat and they all went off to port. I've also tried to hit stopped ships, with the TDC target speed set to zero, but same thing.

Since I can hit moving ships with all the manual gyrations that entails, I'm fairly sure it's not something I'm doing wrong in the targeting process.

I know this is a game bug, not a mod bug, but since the 1.5 readme mentions an improvement I wonder why I still am seeing it. It's almost a game-breaker for me, alas :(

I've even tried using a modding tool to reduce the gyro angle error for the MK14 torpedo to 2 degrees (from a much larger value - 40 or 60 or something I think?) with no difference - they still veer off to port. I'm not sure what to do to fix this so I can play a whole patrol reasonably. Any help would really be appreciated! It's the one thing kind of blocking me from really getting into this game.

Welcome theold1 to SubSim. As you know, were working on this torpedo issue. I have a question for you. You state that this problem was on your "first patrol". Was your starting home port Pearl Harbor, with the start of the war Dec. 1941? And I must ask, did you save your game at ANY time prior the torpedos taking a left turn to nowhere? Was the "first patrol" a reloaded saved game? Have you saved ANY game prior to this "first patrol" and any since?

One of the recurring points to this problem is the start date, home port, a reloaded saved game, and the use of the Mk14 torpedos that are the default loadout. Any help from you, or others on this issue will be helpful.

RFB Team Member

CapnScurvy 05-22-08 08:20 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.

What sub are you using with this device and what is the year that you've seen this overlapping image? Probably can be fixed with a resize, but I need to compare the dials first.

theold1 05-22-08 10:41 AM

Quote:

Originally Posted by CapnScurvy
Welcome theold1 to SubSim. As you know, were working on this torpedo issue. I have a question for you. You state that this problem was on your "first patrol". Was your starting home port Pearl Harbor, with the start of the war Dec. 1941? And I must ask, did you save your game at ANY time prior the torpedos taking a left turn to nowhere? Was the "first patrol" a reloaded saved game? Have you saved ANY game prior to this "first patrol" and any since?

One of the recurring points to this problem is the start date, home port, a reloaded saved game, and the use of the Mk14 torpedos that are the default loadout. Any help from you, or others on this issue will be helpful.

RFB Team Member

Hi CapnScurvy and thanks for the welcome (and great mod!).
To your questions:

1. Yes, my start date was Dec 1941, and I started at Pearl Harbor.
2. I did save the game prior to the torpedo issue.
3. I'm not 100% sure whether I reloaded before the problem, but I think I might have.

I'll try restarting with a different date and/or location and see what happens. BTW, my 'huge save problem' is gone with the recent RFB patch. Yay!


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