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-   -   [REL] Real Fleet Boat 2.0 (https://www.subsim.com/radioroom/showthread.php?t=159709)

Cukier 07-26-10 07:45 AM

AI visual at night is UNREAL in RFB 2.0
 
Mod is OK, but: 200 yrds before destroyer at night and NOTHING!!!! See it in single mission - s42. My boot is unvisible at night!!!!!!

PS. sory for english

Cukier

swdw 07-30-10 08:38 AM

Just noticed Neal has the 1.52 linked in his list of popular mods. Sent him a PM

Gorshkov 07-30-10 01:19 PM

Well, more links need update there. :know:

LukeFF 07-31-10 01:42 AM

Quote:

Originally Posted by swdw (Post 1456207)
Just noticed Neal has the 1.52 linked in his list of popular mods. Sent him a PM

Thanks. :)

fitzcarraldo 08-06-10 12:12 PM

I use SH4 1.5 plus TMO 2.0 plus RSRDC, and SH4 1.5 plus FOTRS (in other installation); in both I have some problems (CTD in ports, for example. My machine runs SH4 very good at 60 FPS, no memory or graphic card problems...I´m tired with the CTDs...). Now, I want to try, for the first time, the RFB.

Some questions:

Compatibility with RSRDC? I read about some problems in this forum...

Environmental mod? I read RFB has some environment mod included. True? If not: the Pacific Environment 4.0 is OK, or the Real Environment (Carotio´s, both mods).

Many thanks!

Fitzcarraldo

mobucks 08-11-10 11:54 AM

Quote:

Originally Posted by Cukier (Post 1453333)
Mod is OK, but: 200 yrds before destroyer at night and NOTHING!!!! See it in single mission - s42. My boot is unvisible at night!!!!!!

PS. sory for english

Cukier


I have same issue. Night time, 100% visibility, calm seas, clouds partial. Weird though, My men are calling out ship spotted left right and center, while i'm casually motoring by a jap convoy, (<1km so my crew can "see" them, they however act like I am not there (the 3 DDs)

Could this not have anything to do with the environment mod(w/e included w/ RFB)? Because my crew can see them? Maybe the sensors mod?

Stoli151 08-16-10 07:00 PM

I was approaching crush depth in a balao class sub and set the depth gauge to 450ft. I wanted to go past 450 so I used the d key but my sub started to rise. If i am above crush depth my sub will only go to crush depth 400ft if I use the d key. Is this stock behavior or rfb? No damage to sub when this happened. SH4 1.5 RFB 2.0 and April patch are only mods. In sh3 you could use the d key until you committed suicide, was not expecting this. If there is a way to go deeper can somebody let me know. Maybe the game is trying not to let me kill myself but it would be nice to test out the limits of the sub. Great mod by the way love the damage model. The first time I tried to finish off a tanker and got sunk by a hit from his deck gun i was hooked. Realistic effect. Not invulnerable anymore.

LukeFF 08-26-10 02:29 AM

Quote:

Originally Posted by fitzcarraldo (Post 1461560)
Compatibility with RSRDC? I read about some problems in this forum...

There is a version of RSRDC fully compatible with RFB.

Quote:

Environmental mod? I read RFB has some environment mod included. True? If not: the Pacific Environment 4.0 is OK, or the Real Environment (Carotio´s, both mods).
RFB has its own environment mod, which is an adaptation of PE.

LukeFF 08-26-10 02:30 AM

Oh, and for those who've had trouble downloading the patch for RFB, there is now a link to download it here from Subsim. Check the first post here for details.

TheBeast 08-26-10 04:52 AM

Quote:

Originally Posted by Stoli151 (Post 1469636)
I was approaching crush depth in a balao class sub and set the depth gauge to 450ft. I wanted to go past 450 so I used the d key but my sub started to rise. If i am above crush depth my sub will only go to crush depth 400ft if I use the d key. Is this stock behavior or rfb? No damage to sub when this happened. SH4 1.5 RFB 2.0 and April patch are only mods. In sh3 you could use the d key until you committed suicide, was not expecting this. If there is a way to go deeper can somebody let me know. Maybe the game is trying not to let me kill myself but it would be nice to test out the limits of the sub. Great mod by the way love the damage model. The first time I tried to finish off a tanker and got sunk by a hit from his deck gun i was hooked. Realistic effect. Not invulnerable anymore.

I think the Dive command takes you to Test Depth.

Try using the Depth gauge in the conning tower, it goes to 600'.

Bosje 08-28-10 04:46 AM

Quote:

Originally Posted by TheBeast (Post 1477690)
I think the Dive command takes you to Test Depth.

Try using the Depth gauge in the conning tower, it goes to 600'.

where is this depth gauge you speak of? the only depth gauge in my balao conning tower goes to 165 ft

alternatively: how do i make it so that the D command takes me to a limitless deep dive (or a shiftD perhaps, like once existed in TMO)

Bosje 08-29-10 04:06 AM

zombies off Hongkong
 
1943, night of may 31st/june 1st, 50 nm south of Hongkong

sank 4400 freighter heading south at 8kts
hours later, further south, identical freighter spotted, exactly on the track of the one i sank, heading south at 7kts
sank that too, got no credit
it went down 1000 yards in front of me, sun had risen, i was surfaced.

note: finished it manually with the deck gun which had no crew slots (stupid fekking bug)
i know sometimes the credit fails but this one was really weird: did the same ship generate twice? did it screw up because of the gun crew issue? i'm stumped

and then this:
an hour later, different freighter, 7000tons, submerged attack, pinged for range... ctd
second time i get a ctd when using active sonar, is that a known issue?
or was my game destined to fail because of the previous weirdness?

i reloaded the last save, few days before, some 300nm away. no problems running so far except i lost some nice tonnage.

mods:
RFB 2.0, patched
hydrophone lines extended
RSRD, patched
navmap make over 1.1
edited commands.cfg (enabled as a mod through jsgme)
gato skin

TheBeast 08-29-10 11:53 PM

I have had BB and CV come back after sinking them and you get no credit for sinking them again. All you do is waste a torpedo.


Quote:

Originally Posted by Bosje (Post 1479384)
where is this depth gauge you speak of? the only depth gauge in my balao conning tower goes to 165 ft

alternatively: how do i make it so that the D command takes me to a limitless deep dive (or a shiftD perhaps, like once existed in TMO)

I am using Vicker's Interior MOD for TMO. The depth gauge goes to 600' in the Tower and Control Room.

If you want the "D" Key to dive until you crush. Edit the Data\Submarine\NSS_<Class>\NSS_<Class>.CFG file and set the crush depth to 1000 meters.

Bosje 08-30-10 02:59 AM

that will only make the red line on the gauge disappear and make the sub dive deeper, but the sub's hull will still crush at the original depth?

or will that change the actual crush depth? making the sub invincible?

i didn't think TMO stuff was compatible with RFB, cool i'll give that interior mod a try

one more thing: i have multiple installs and yesterday i loaded up some careers in TMO and Operation Monsun in between things, to mess about a bit. then i went back to RFB and my balao, gato and gar submarines suddenly show an endurance of 11.000 miles at 10 knots, which i thought should have been 15.000 miles.
how did i mess up my files???
(and which file handles those values and what should those files say, so i can check it)

LukeFF 09-02-10 04:11 AM

Quote:

Originally Posted by Bosje (Post 1480813)
i didn't think TMO stuff was compatible with RFB, cool i'll give that interior mod a try

It's not compatible.


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