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

MDV_4life 07-02-08 06:46 AM

Quote:

Originally Posted by Seran
I play on the same settings and have the same trouble. What I've started to do is (on the main map) place a mark over the contact, wait a few minutes or so, and mark it again. Then I open the tool helper, draw a line between the two, and read the angle off the line. Then I tweak it as seems sensible, to adjust for error. For example, if it's a task force in the open Pacific and I measure its course as being 269 degrees, I round it to 270.

Once you have the target's course as above (I think that's called the 'true' course), you go to the AoB input and rotate the ship. Look at the PK now. What you want is the bow of the ship aligned with the true course you just found. If the ship is going at 270 degrees, line it up to the 27. It's easy to do that, but you'll have to guess-and-check. But then you're done with that!

There's going to be some error inherent in this method because you can't zoom all the way in and place the mark perfectly onto the square, but it's never caused me to miss. For me, it's far more reliable than using the speed calculation for the course.

Thanks i see what you mean.
But when I'm playing with the germen subs you can't see as visual as the PK in the US subs. It was easy for me when you could clearly see the ship on the map. Just pull the line of the ships course to the ship and then to your sub. Always correct but i find it difficult with the RFB mod because when you zoom in to much you can't see the square anymore.

And its hard to take the time to place marks when your in the middle of a convoy full of destroyers.

CapnScurvy 07-02-08 08:34 AM

Quote:

Originally Posted by MDV_4life
Quote:

Originally Posted by Seran
I play on the same settings and have the same trouble. What I've started to do is (on the main map) place a mark over the contact, wait a few minutes or so, and mark it again. Then I open the tool helper, draw a line between the two, and read the angle off the line. Then I tweak it as seems sensible, to adjust for error. For example, if it's a task force in the open Pacific and I measure its course as being 269 degrees, I round it to 270.

Once you have the target's course as above (I think that's called the 'true' course), you go to the AoB input and rotate the ship. Look at the PK now. What you want is the bow of the ship aligned with the true course you just found. If the ship is going at 270 degrees, line it up to the 27. It's easy to do that, but you'll have to guess-and-check. But then you're done with that!

There's going to be some error inherent in this method because you can't zoom all the way in and place the mark perfectly onto the square, but it's never caused me to miss. For me, it's far more reliable than using the speed calculation for the course.

Thanks i see what you mean.
But when I'm playing with the germen subs you can't see as visual as the PK in the US subs. It was easy for me when you could clearly see the ship on the map. Just pull the line of the ships course to the ship and then to your sub. Always correct but i find it difficult with the RFB mod because when you zoom in to much you can't see the square anymore.

And its hard to take the time to place marks when your in the middle of a convoy full of destroyers.

Your right to say you haven't got time but for a "knee jerk" reaction when in the middle of a convoy. The time to start planing is when you first hear the "Ship Spotted!" call from one of your watchmen. RFB takes away the map screen help that perhaps you've relied on for giving yourself the input information to make an accurate attack. Well all is not lost, you can still make good plans for attack if you know how to manually plot a ship's course on the map (this is how the crew would have had to do it in real life anyway).

I've had a tutorial for quite some time that will aid you in ploting a ship's course on the map screen, without the aid of the ship icons appearing. You gather information through the Periscope or Sonar station and relate it onto the map for ploting a targets position and speed. The angle on bow will be gathered this way as well, and you simply input the data into the Position Keeper for preparing the assult.

The tutorial is set up to use a calculator I made to compare "True North" to "Realitive North" bearings, but the U.S. Position Keeper does a fine job of this if you know how to read it. The Greman side will benifit from the AoB Calculator. Both can be found at the thread "High Realism Tutorial" on this forum. It sounds to me that you men are ready for the next step into sub simulation.

MDV_4life 07-02-08 08:51 AM

Quote:

Originally Posted by CapnScurvy
Quote:

Originally Posted by MDV_4life
Quote:

Originally Posted by Seran
I play on the same settings and have the same trouble. What I've started to do is (on the main map) place a mark over the contact, wait a few minutes or so, and mark it again. Then I open the tool helper, draw a line between the two, and read the angle off the line. Then I tweak it as seems sensible, to adjust for error. For example, if it's a task force in the open Pacific and I measure its course as being 269 degrees, I round it to 270.

Once you have the target's course as above (I think that's called the 'true' course), you go to the AoB input and rotate the ship. Look at the PK now. What you want is the bow of the ship aligned with the true course you just found. If the ship is going at 270 degrees, line it up to the 27. It's easy to do that, but you'll have to guess-and-check. But then you're done with that!

There's going to be some error inherent in this method because you can't zoom all the way in and place the mark perfectly onto the square, but it's never caused me to miss. For me, it's far more reliable than using the speed calculation for the course.

Thanks i see what you mean.
But when I'm playing with the germen subs you can't see as visual as the PK in the US subs. It was easy for me when you could clearly see the ship on the map. Just pull the line of the ships course to the ship and then to your sub. Always correct but i find it difficult with the RFB mod because when you zoom in to much you can't see the square anymore.

And its hard to take the time to place marks when your in the middle of a convoy full of destroyers.

Your right to say you haven't got time but for a "knee jerk" reaction when in the middle of a convoy. The time to start planing is when you first hear the "Ship Spotted!" call from one of your watchmen. RFB takes away the map screen help that perhaps you've relied on for giving yourself the input information to make an accurate attack. Well all is not lost, you can still make good plans for attack if you know how to manually plot a ship's course on the map (this is how the crew would have had to do it in real life anyway).

I've had a tutorial for quite some time that will aid you in ploting a ship's course on the map screen, without the aid of the ship icons appearing. You gather information through the Periscope or Sonar station and relate it onto the map for ploting a targets position and speed. The angle on bow will be gathered this way as well, and you simply input the data into the Position Keeper for preparing the assult.

The tutorial is set up to use a calculator I made to compare "True North" to "Realitive North" bearings, but the U.S. Position Keeper does a fine job of this if you know how to read it. The Greman side will benifit from the AoB Calculator. Both can be found at the thread "High Realism Tutorial" on this forum. It sounds to me that you men are ready for the next step into sub simulation.

I just tried it with the tutoriul mission where the ship moves. Hitted him 4 times with 4 fishes. :up: But sometimes your plot can be not so accurate if it is zigzagging. But I have deactivated the dud torpedoes. I'm sick of it.
At first my 4 torpedoes were al dud :-?.

This is a realy nice mod but i would ask to the modders if they could change something in their 'next' mod.

http://i309.photobucket.com/albums/k...fe/skinsub.jpg

Look at the hatch ! 1/4 of it is just shooved into the ship. It would make it difficult to escape from the passific ocean when the sub is diving :p
This is the Perpoise class submarine.
Maybe they could change the layout. I know this is a very little 'bug' if i may call it like that but how preciser the layouts are the nicer the sub looks.

http://i309.photobucket.com/albums/k.../periscope.jpg

This is the attack periscope (the same for the obs. periscope).
As you see i rised the periscope a little and you can see that it just 'penitrates' the steel. In some subs you have a hollow space where the periscope raises from. Couldn't someone make a little mechanic slice 'door' so it looks smoother. Just like the torpedo doors, you can open it too.

Well i'm just giving some things that can be add to it but otherwise great mod. Keep up the good work ;) Let me know what you think about the 2 things i mentioned.

RFB Team 07-02-08 03:49 PM

Quote:

Originally Posted by SeranAlso, just wondering: I've [I
never[/I] had a circle runner, and I've only played pre-1943 so far. Are they really rare, or is the law of probability just storing them up to screw me later? I do have a ridiculous amount of deep runners, which scored me an easy kill against an Atago...hehe.

The chance of a circle-runner is very rare, yes, though they can pop up at any time, so be careful. ;)

Deep runners are a given prior to August 1942. They will run from 10 to 11 feet each time, because the depth control mechanism was improperly calibrated when the original Mark 14s were designed and produced. Same deal with the Mark 10, except that the depth error isn't nearly as bad, and it was never fixed.

RFB Team 07-02-08 03:53 PM

Quote:

Originally Posted by MDV_4life
This is a realy nice mod but i would ask to the modders if they could change something in their 'next' mod.

(snip)

Look at the hatch ! 1/4 of it is just shooved into the ship. It would make it difficult to escape from the passific ocean when the sub is diving :p
This is the Perpoise class submarine.
Maybe they could change the layout. I know this is a very little 'bug' if i may call it like that but how preciser the layouts are the nicer the sub looks.

(snip)

This is the attack periscope (the same for the obs. periscope).
As you see i rised the periscope a little and you can see that it just 'penitrates' the steel. In some subs you have a hollow space where the periscope raises from. Couldn't someone make a little mechanic slice 'door' so it looks smoother. Just like the torpedo doors, you can open it too.

Well i'm just giving some things that can be add to it but otherwise great mod. Keep up the good work ;) Let me know what you think about the 2 things i mentioned.

That's the way the developers designed the model for the fleet subs. Right now we can't do anything about it, but possbily with future iterations of S3D we can fix it. (The periscope bug is indeed pretty annoying).

MDV_4life 07-02-08 03:56 PM

Quote:

Originally Posted by RFB Team
Quote:

Originally Posted by MDV_4life
This is a realy nice mod but i would ask to the modders if they could change something in their 'next' mod.

(snip)

Look at the hatch ! 1/4 of it is just shooved into the ship. It would make it difficult to escape from the passific ocean when the sub is diving :p
This is the Perpoise class submarine.
Maybe they could change the layout. I know this is a very little 'bug' if i may call it like that but how preciser the layouts are the nicer the sub looks.

(snip)

This is the attack periscope (the same for the obs. periscope).
As you see i rised the periscope a little and you can see that it just 'penitrates' the steel. In some subs you have a hollow space where the periscope raises from. Couldn't someone make a little mechanic slice 'door' so it looks smoother. Just like the torpedo doors, you can open it too.

Well i'm just giving some things that can be add to it but otherwise great mod. Keep up the good work ;) Let me know what you think about the 2 things i mentioned.

That's the way the developers designed the model for the fleet subs. Right now we can't do anything about it, but possbily with future iterations of S3D we can fix it. (The periscope bug is indeed pretty annoying).

I have a question. Since i have your mod the attack map has changed. When you zoom a lot in a circle apears around your sub. I have just seen from a vid tutoriul of a guy who had also like your attack map but he doens't seem to have the mod. On his attack map the true course was shown and the interseption point. Now the only thing i'm seeing is a coople of little stripes.

vanjast 07-02-08 06:10 PM

AOB takes a little practise. Eventually you can do it with no maps, etc, only scope (the way it should be done).
It's a very simple calculation :-
- you determine the angle the ship will see you at (this is AOB)
- Your scope bearing + AOB = 90 will place you on a 90 degree course to the ship course, the ideal firing angle.
- Wait for the range to be ~1000m, or target bearing = 20 Degrees before you fire.

Preset all your torps to 1000m range, long before you get to this point.... :know:

MDV_4life 07-02-08 06:15 PM

Quote:

Originally Posted by vanjast
AOB takes a little practise. Eventually you can do it with no maps, etc, only scope (the way it should be done).
It's a very simple calculation :-
- you determine the angle the ship will see you at (this is AOB)
- Your scope bearing + AOB = 90 will place you on a 90 degree course to the ship course, the ideal firing angle.
- Wait for the range to be ~1000m, or target bearing = 20 Degrees before you fire.

Preset all your torps to 1000m range, long before you get to this point.... :know:

I'm familiar with calculating OAB. But in the vid he had a little more visual help. I like WW2 but I still like a bit of 'technology' to make my job easier. I'm doing everything manual so they take my only help away :o !

It's a little bit of a negative point (the apperance of the ships - sub ). In my opinion .

vanjast 07-02-08 06:23 PM

Quote:

I like WW2 but I still like a bit of 'technology' to make my job easier
Ahhhhh!! .. then you want the Mark-1 Eyeball.. works well under all conditions, so long as the machine is 'awake'
:lol:

MDV_4life 07-02-08 06:28 PM

Quote:

Originally Posted by vanjast
Quote:

I like WW2 but I still like a bit of 'technology' to make my job easier
Ahhhhh!! .. then you want the Mark-1 Eyeball.. works well under all conditions, so long as the machine is 'awake'
:lol:

What the hell is Mark-1 Eyeball??? Is it another mod or a game :o:o

Fish40 07-02-08 07:41 PM

Quote:

Originally Posted by MDV_4life
Quote:

Originally Posted by vanjast
Quote:

I like WW2 but I still like a bit of 'technology' to make my job easier
Ahhhhh!! .. then you want the Mark-1 Eyeball.. works well under all conditions, so long as the machine is 'awake'
:lol:

What the hell is Mark-1 Eyeball??? Is it another mod or a game :o:o




I believe he's refering to the good ol' human eye! And the machine would be the person to whome those eyes belong:yep:

MDV_4life 07-02-08 07:43 PM

Quote:

Originally Posted by Fish40
Quote:

Originally Posted by MDV_4life
Quote:

Originally Posted by vanjast
Quote:

I like WW2 but I still like a bit of 'technology' to make my job easier
Ahhhhh!! .. then you want the Mark-1 Eyeball.. works well under all conditions, so long as the machine is 'awake'
:lol:

What the hell is Mark-1 Eyeball??? Is it another mod or a game :o:o



I believe he's refering to the good ol' human eye! And the machine would be the person to whome those eyes belong:yep:

If my name was Mark, then it would make sense , but for now my machine is a bit asleep.

Going offline now :arrgh!: AAARGGH

Syxx_Killer 07-02-08 08:00 PM

Just a quick question. In the intro video the sound for the crash dive plays. When playing the actual game and I order a crash dive, a normal dive report is played. Is this more accurate than the crash dive noise that was in the intro video?

MDV_4life 07-02-08 10:11 PM

Quote:

Originally Posted by Syxx_Killer
Just a quick question. In the intro video the sound for the crash dive plays. When playing the actual game and I order a crash dive, a normal dive report is played. Is this more accurate than the crash dive noise that was in the intro video?

Thanks for reminding me to something, i have to fade out the end of my crash dive sound file. It ends to corrupt. I can't help you with that questions since i don't use the sounds of RFB. srry

chriscoolc 07-02-08 10:59 PM

Persistent crash attemping to return to home port
 
Just a follow up to the problems I was having with savefiles... Because I hadn't had a chance to do a whole patrol with just RFB installed, I didn't mention this at the time, but my game was crashing whenever I got within about 20 miles of either any enemy port, or within 20 miles of my home port after completing a mission. I've tried various combos of mods that I'd seen others using on this thread, but I can't get things to work.

Any ideas what I might be doing wrong?

MDV_4life 07-02-08 11:07 PM

Quote:

Originally Posted by chriscoolc
Just a follow up to the problems I was having with savefiles... Because I hadn't had a chance to do a whole patrol with just RFB installed, I didn't mention this at the time, but my game was crashing whenever I got within about 20 miles of either any enemy port, or within 20 miles of my home port after completing a mission. I've tried various combos of mods that I'd seen others using on this thread, but I can't get things to work.

Any ideas what I might be doing wrong?

My game chrashed when i loaded a saved carreer (any saved file), i think your need to gonna start a new carreer mate :down:

Let me say this a other way, just an ordinary question but how do you know the length of the ship? PS It isn't in the recog manual ...

EDIT: found the answer, totally forgot about the little bars underneed the ships pictures.

CapnScurvy 07-03-08 08:07 AM

Quote:

Originally Posted by MDV_4life
Quote:

Originally Posted by CapnScurvy
Quote:

Originally Posted by MDV_4life
Quote:

Originally Posted by Seran
I play on the same settings and have the same trouble. What I've started to do is (on the main map) place a mark over the contact, wait a few minutes or so, and mark it again. Then I open the tool helper, draw a line between the two, and read the angle off the line. Then I tweak it as seems sensible, to adjust for error. For example, if it's a task force in the open Pacific and I measure its course as being 269 degrees, I round it to 270.

Once you have the target's course as above (I think that's called the 'true' course), you go to the AoB input and rotate the ship. Look at the PK now. What you want is the bow of the ship aligned with the true course you just found. If the ship is going at 270 degrees, line it up to the 27. It's easy to do that, but you'll have to guess-and-check. But then you're done with that!

There's going to be some error inherent in this method because you can't zoom all the way in and place the mark perfectly onto the square, but it's never caused me to miss. For me, it's far more reliable than using the speed calculation for the course.

Thanks i see what you mean.
But when I'm playing with the germen subs you can't see as visual as the PK in the US subs. It was easy for me when you could clearly see the ship on the map. Just pull the line of the ships course to the ship and then to your sub. Always correct but i find it difficult with the RFB mod because when you zoom in to much you can't see the square anymore.

And its hard to take the time to place marks when your in the middle of a convoy full of destroyers.

Your right to say you haven't got time but for a "knee jerk" reaction when in the middle of a convoy. The time to start planing is when you first hear the "Ship Spotted!" call from one of your watchmen. RFB takes away the map screen help that perhaps you've relied on for giving yourself the input information to make an accurate attack. Well all is not lost, you can still make good plans for attack if you know how to manually plot a ship's course on the map (this is how the crew would have had to do it in real life anyway).

I've had a tutorial for quite some time that will aid you in ploting a ship's course on the map screen, without the aid of the ship icons appearing. You gather information through the Periscope or Sonar station and relate it onto the map for ploting a targets position and speed. The angle on bow will be gathered this way as well, and you simply input the data into the Position Keeper for preparing the assult.

The tutorial is set up to use a calculator I made to compare "True North" to "Realitive North" bearings, but the U.S. Position Keeper does a fine job of this if you know how to read it. The Greman side will benifit from the AoB Calculator. Both can be found at the thread "High Realism Tutorial" on this forum. It sounds to me that you men are ready for the next step into sub simulation.

I just tried it with the tutoriul mission where the ship moves. Hitted him 4 times with 4 fishes. :up: But sometimes your plot can be not so accurate if it is zigzagging.

In the tutorial I mentioned I have the "decks awash" to keep out of the high sea rollers that were on the ocean that day. This puts your sub higher out of the water and can lead to being detected if you stay in that position as the target nears.
Common sense say's hide when you can to prevent the enemy from taking evasive actions like getting into a zig zag pattern. Freighters have watchmen that will sound the alarm if they see your sub. Keeping the periscope down most of the time, or just partially raised are good ideas too. If the jig is up and you are detected, I've stayed parallel to the target's course for quite some time, waiting on the ship to return to a standard course. When it does I get ahead of it's path and set up for another shot.

Also, in the tutorial I used the sonar to give accurate range data for my map plotting, it should go without saying but remember, if you use your sonar on an enemy escort he will likely turn in your direction and come after the source of the ping in a heated trot. Escorts, unlike freighters, have excellent ears.


Quote:

Originally Posted by vanjast
AOB takes a little practise. Eventually you can do it with no maps, etc, only scope (the way it should be done).
It's a very simple calculation :-
- you determine the angle the ship will see you at (this is AOB)
- Your scope bearing + AOB = 90 will place you on a 90 degree course to the ship course, the ideal firing angle.
- Wait for the range to be ~1000m, or target bearing = 20 Degrees before you fire.

Preset all your torps to 1000m range, long before you get to this point....

I'll take exception to the statement that AoB "should be done" without map plotting. The captain was only one part of the equation when making an attack, the plotting board got plenty of use to check and recheck what the captain, watchmen, or sonarman reported as data. You are correct to bring your sub to a 90 degree angle, perpendicular to the target's course, it is the ideal angle. Also, waiting for the target to be front and center, within 15 to no more than 20 degrees off the center of the sub's bow is important to keep the torpedo gyro angle to the minimal amount. But, if you do your homework and you check it twice (or three or more times) you can hit target's, as in the tutorial, at 3000 yard range! I don't advocate this distance is what you should use. The point is, if you take the instruction and set up your attack with the proper data you can hit targets with the settings for High Realism without the aid of the map giving you the target's course and position. This in effect is how it should be done. :D

Best regards

Galanti 07-03-08 02:27 PM

I too am encountering massive savegame files, like about 900 megs for one save. I've spent the afternoon digging, and I've come up this this possible cause:
http://forum.kickinbak.com/viewtopic.php?t=538&start=20. As this is from your own forum to begin with, I figure you've seen this and have addressed the issue within the .SIM files. But is it possible the same issue (calculating on fractional numbers) is present in other files?

Other than that, I am mightily impressed with the RFB team's work and committment to authenticity. The only thing I just had to change was the cover for the recognition manual.

Oh, and the keys for controlling elevation for the camera view (Home, End, Numpad7 and Numpad1, IIRC) were disabled in the commands.cfg for some reason. I've renabled them with no ill effects.

MDV_4life 07-03-08 03:09 PM

Do you need to start a new carreer when using RFB?
I think i do but just to know for sure.

LukeFF 07-03-08 07:16 PM

Quote:

Originally Posted by Galanti
I too am encountering massive savegame files, like about 900 megs for one save. I've spent the afternoon digging, and I've come up this this possible cause:
http://forum.kickinbak.com/viewtopic.php?t=538&start=20. As this is from your own forum to begin with, I figure you've seen this and have addressed the issue within the .SIM files. But is it possible the same issue (calculating on fractional numbers) is present in other files?

With what submarine are you encountering these large save files? We thought we had this fixed in the last release, but apparently it's still a problem.


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