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You need this
http://www.subsim.com/radioroom/down...o=file&id=1470 It restores the hydrophone bearing lines to RFB |
Gato Missing Sonar Controls in RFB2.0
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There's been a long standing problem with the stock game, that allowed earlier boats (like the S-Class and Porpoise) to allow for mouse control of the Sonar bearing marker. I'm pretty sure its the Gato that lost that ability (unless you use the Home/End keys). The keyboard control still allowed you to place the Sonar marker where you wanted. You say there's no keyboard control, no mouse control (since the bearing maker doesn't even exist)? I've never seen the bearing marker (the little diamond looking thing revolving around the dial) not appear. That's a good one. Some mods correct the Gato controls, allowing for a mouse interaction. I'm not aware of the marker disappearing completely, not allowing you to do anything with it. I'll have to fire up the game to see. One possible trouble is in the saved game files. Maybe you removed a mod out of the list in JSGME, then tried to replay the saved point without the mod included. That can always cause strange things to happen. Tell us what mods you're running outside of RFB 2.0 and RSRDC v575. Make sure you're running version 575 of RSRDC,and not one of the other non compatible versions. And since you didn't mention it......Are you using the "April patch" for RFB 2.0, AND using the "RSRDC v5xx patch 1" after v575? |
Gato Missing Sonar Controls in RFB2.0
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In order I have these mods install: RFB 2.0 RFB_20_Pacht_23April2010 MaxOptics IV RFB 2.0 MaxOptics Binocular for RFB RSRD_RFB_V575 RSRD_V5xx_Patch1 RSRD_RFB Pre Peal Harbor Caree Start GirlInEveryPort I did remove Nisgeis Range Ring and Bearing Line Mod and the TMOKeys mod but that was after the sonar went missing. I beleive I had them in that order after GirlInEveryPort. I also tried reloading all the mods to no use. I still play it just makes it a little more interesting. Thank You for your help. |
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I got back to base and got a new sub. A Balo. It has sonar, so all is well. Back to sinking ships. Thanks |
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But, it's something to look into. I'm working on my Optical Targeting Correction mod for RFB 2.0 and RSRDC v575. Been having quite a time in correcting some of the things RFB has messed around with. Re naming stock equipment has thrown a monkey wrench into fixing things. It started with running the Museum and finding CTD's in less than half dozen units....... sound files missing as well. If a unit causes problems when viewing it in the Museum, it's going to cause problems when you run into it again in-game. I'll need to look at the Gato to see what's up with the sonar. The problem with making a mod for a mod....... whatever shortcomings there are with the first mod(s), your mod gets blamed for the SNAFU. |
Hi. I am trying to run this: http://www.subsim.com/radioroom/down...o=file&id=1163
with RFB and RSRDC but a lot of bugs result (i.e. no bridge view). Running the ship by itself without RFB and RSRDC has no problems. Anybody can help? |
I don't see a need for Real Fleet Boat with that mod because RFB deals with modifying submarines.
How does that mod like the RSRD campaign by itself? There may be an issue there too. I've never tried it so I don't know. Happy Hunting! |
Ah.. I get it. Thanks. I'll give that a shot and try it with GFO 1.1 and RSRDC. Thank you. :D
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First of all, let me open by giving a big thank you to all who have contributed to this mod. It makes the original version of this game look like trash in comparison. I bought this game a few months ago but was very disappointed with the way the stock game handled. I may have tried this mod at first but perhaps was unable to install it correctly. This time it all seemed to go more smoothly, but I do have one issue.
The graphics and control of the submarines are incredibly detailed, but whenever I encounter an enemy ship I am immediately engaged, irregardless of distance or visibility. The instant I get a visual contact I immediately get fired upon with incredibly-accurate fire. There is no time to dive or take any action without getting heavily damaged. I just started a new campaign and run into a battleship and was destroyed in two salvos before I could even get under the water. And before that, upon my first encounter with a convoy I was engaged by a destroyer at an extreme distance (though I didn't have a chance to see exactly how far) and sunk by three salvos: the first one missed by a hare and the following two hit me right on the bridge in the dead of night. Is this considered normal for this mod? In my past experiences with the Silent Hunter series the player would atleast have a few moments to decide upon a course of action before being engaged with relative accuracy. Meanwhile these AI gunners would have been the envy of any navy in history, being able to hit an S-class submarine at several miles distance with the first shot at dusk. And if this is not an intended design of this mod, what steps can I take to correct it? I have tried reinstalling the game and mods twice with the same results. |
Are you running an environment mod on top?
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ArchAngel_X, |
I have the following game and mods installed:
Silent Hunter IV v1.5 RFB 2.0 RFB 23 April 2010 Patch I am running Windows 7 Home Premium x64. I will also try reinstalling the game in a directory other than default ("Program Files (x86)") as I've just remembered that some older games do not play nice in the way new versions of Windows handle the execution of files under administrator, though I won't be able to properly test this until after work today. I will post my results here. |
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Yes, install to a folder off the root C:\ for example I made a C:\GAMES\ folder. |
Hey look at that, I decide to come back to submarines and we've now got a 1 file daily download limit? Not even enough to get the mod and the update? :yeah:
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That is just to encourage you to drop in and pay us a visit. :) |
Hello everyone,
I'm having a ton of issues with firing torpedoes. Not Duds, misfires, premature detonations, or the like, but firing torpedoes where I aim them. I tried using the tutorials, but they're useless when using RFB 2.0. They all rely on information that you don't have, so I'm kind've stuck. For the time being, I'm sticking to firing torpedoes in a spread (read as "In a straight line because messing with the gyro is inherently difficult") and sneaking into harbors. Are there any RFB tutorials on how to deal with this? Also, the game seems to be fairly unstable for some reason. Thanks - whukid |
Sorry but I fail to understand what is different in RFB? :06: Last I remember firing torpedoes was the same as in the stock game :hmm2:
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No icons in RFB 2.0. It's extremely difficult to measure range
EDIT: Not saying it's the mod, btw. I just need to figure out how to stop sending torpedoes off into left field when the target vessel is directly in front of me |
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Do you have the 1.5 version of SH4? It shouldn't be unstable. |
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