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

AlmightyTallest 06-07-08 04:28 PM

I'm using NSM 4 Classic with my RFB setup, the problem I think is that with the shells being high explosive only in RFB, the graphics engine won't show the holes your making on an enemy ship with the deck guns as it did with AP rounds.

Just ignore the fact you don't see the damage, and make sure you hit the ship primarily on one side, all along and below the waterline with your shots, not just one area, she will take on a list and eventually sink.

akdavis 06-07-08 05:06 PM

Quote:

Originally Posted by AVGWarhawk
Quote:

Originally Posted by akdavis
Here is just one example of a fleet boat surface action AAR:
Quote:

U.S.S. BATFISH
Gun Attack No. 1


[Patrol No. 3

Time: 1125-1300(I). Date: 1 July
Lat: 31°45', Long: 140°39'E

Target Data - Damage Inflicted

Sunk:

(1) One large trawler of about 500 tons. Japanese name and seal were painted on the side but not interpreted. He had a high bow, very high foremast, bridge amidships, diesel stack, raised living quarters aft and a high mainmast. Crates and drums stowed on deck - no apparent armament.

(2) One yacht type escort, mounting 3 machine guns and carrying 3 depth chargesShip(s) Sunk: Both targets were seen to sink


Details of Action

Four-inch gun. - Fired 59 rounds of high capacity and 24 rounds of common at an average range of about 1100 yards using radar ranges and radar spotting on the splashes. Local control at the gun. Estimate at least 40% hits. The HC was much more effective than the common as the latter passed right on through the target and unless it hit a vital spot did no immediate damage. Estimate 5 HC duds.

20 MM. - Fired 940 rounds of HEI and 469 rounds of HET. Expended two gun barrels, one trigger mechanism. The forward 20 MM jammed after the first burst and was out of action during most of the engagement. Ranges varied between 1500 and 100 yards. Incendiary ammunition is not very effective as such 50 caliber. Fired 505 rounds of TRA; 505 rounds AP; and 155 rounds of INC. Had considerable trouble with jams, due mostly to the poor construction of the metal links used for belting.

45 Caliber. - Fired 300 rounds of 45 caliber ball.

That's a lot of ammo expended just to sink 2 small vessels!

However, I do have to contend the statement that deck guns were only carried for defensive purposes. This was certainly not the case in either the US Navy or Kriegsmarine. In the case of the u-boats, the deck guns were removed as soon as the opportunities to use them offensively grew thin and the need for defense against attack increased.

Just the opposite happened on the fleet boats. As the opportunities to utilize deck guns increased and the need to act defensively decreased, the fleet boats increased their topside armament. The addition of a second 5" gun to many boats near the end of the war was certainly not a defensive decision.

Originally for defense and as you stated, later on for offense. It was found that saving torps for the big boys was prudent and using the deck gun for smaller vessels was the way to go. But, as much as anyone would like to post the accounts, there are too many variables that are not in the game concerning the cannons. Lets face it, stock cannon can sink a tanker with 10-15 shots. Where is the challenge? I do not suspect there will be anymore work done with the cannon in RFB because there is nothing else to change. This was the forgone conclusion with SH3 and it has carried over to SH4.

Well, when you speak of "originally for defense" are you referring to US Navy doctrine at some point before the war? Certainly this was not the case with the Kriegsmarine given their u-boat experience in WWI, where the deck gun was the primary offensive weapon and accounted for more ships sunk than torpedoes. Doesn't really matter, but I don't think history points to the dismissal of topside armament as unimportant.

Anyways, I do think there are two areas that would offer the potential for further improvements, but neither concerns the stats of the guns themselves as they stand (which I think are fine).

1. If the problems could be overcome, the work started with the New Real Deck Gun mod would do much to add realism and lessen the need to artificially limit ROF to simulate something that currently doesn't exist in the game.

http://www.subsim.com/radioroom/show...ight=Real+Deck

2. Any improvements to the realism of ship damage models has an indirect benefit on the realism of employing surface weapons. Unfortunately, I don't think the lack of fire damage can be overcome, which is probably one of the main causes of the widely different results that could occur during a surface engagement. Sinking a ship, even a small boat, by surface fire through flooding alone was extremely difficult, but if secondary fires could be touched off (as was common with the application of incendiary and HE munitions), a ship's destruction could be far more certain and rapid.

AVGWarhawk 06-07-08 05:13 PM

Good point AKD. Did Tater get this working? If so, LukeFF who has been working on the cannon should take a look at that.

AVGWarhawk 06-07-08 05:14 PM

Quote:

Originally Posted by AlmightyTallest
I'm using NSM 4 Classic with my RFB setup, the problem I think is that with the shells being high explosive only in RFB, the graphics engine won't show the holes your making on an enemy ship with the deck guns as it did with AP rounds.

Just ignore the fact you don't see the damage, and make sure you hit the ship primarily on one side, all along and below the waterline with your shots, not just one area, she will take on a list and eventually sink.

You can sink a ship but I believe some are concerned that it takes 120 rounds. What is your average shots taken to sink a vessel?

utops 06-07-08 05:30 PM

Quote:

Originally Posted by AVGWarhawk
Utops

Completing patrol areas and sinking ships=medals. Concerning medals and cannon Utops, perhaps stock game is your best bet.

If that was true, i`ll be never show up in SH4 Mods Workshop subforum.
Just all that hard things of RFB are new for me. (Earlier i playing SH3 with GWX and SH4 with TMO)
In the presentation of this mod they not mention about solusion to make uber deck gun less uber in that why it is .
Award system changes also...
Ok, so when i get it now im happy , because my instalation of RFB is not buggy and everything is ok. ( That was a point of all that questions - I didin`t know is every thing ok )
Thx for explaining

-t

Nephandus 06-07-08 05:40 PM

Quote:

Originally Posted by AVGWarhawk


The deck gun has been a issue since SH3. Rate of fire and strong damage....who needs torpedoes? It has been castrated because the gun was more defensive then offensive. Personally if I could throw it off my boat I would. What does not happen with the cannon, it does not account for setting up range nor account for rough seas. It is just to easy if left in stock condition.

The shells offered are what was in use and available during the year you are playing. Just click on the available shell and the loading will start. The reason for this is the subs did not patrol with the cannon loaded. The shells were normally stowed in the sail and had to be retrieved with every use.

Bow wake, RFB did not do anything to files concerning bow wakes and other enviromental things. Sounds like a stock issue.


Mod anything you like within RFB. If you come up with something interesting to change, offer it up! Still very much a work in progress.

Actually I tried shelling a small freighter with the deckgun with the more historical rate of fire. Still took me 100 shells to sink that thing and quite some time. A torpedo would have done that in 60 seconds.... plus I was lucky that the freighter was unarmed.

As for the ammo loading... what you say is true, but I would expect my crew to load that thing if I order them to man it.... ;-)

The wake issue occurs only with one destroyer and that one was modded in by RSRD. Guess noone over there has noticed it so far.

AlmightyTallest 06-07-08 06:07 PM

Well, for a 4,000 ton class vessel, it's taking anywhere from 40 to 60 rounds to sink one using the tactics I described. On one patrol with the Gato I sunk 3 ships in the 2,000 to 4,000 ton class with the deck gun before running out of ammo.

For the 10,000 ton tanker it took pretty much all my ammo, which seems reasonable to me, it's only a 3" deck gun and during the war nothing over 4,000 tons was engaged with the gun if I remember correctly. Plus I never tangle with anything on the surface that has a gun of it's own or I stay out of range if possible.

Paajtor 06-07-08 06:22 PM

I want to thank you guys for all the support provided...thats great.:up:

AVGWarhawk 06-07-08 07:10 PM

Quote:

Originally Posted by utops
Quote:

Originally Posted by AVGWarhawk
Utops

Completing patrol areas and sinking ships=medals. Concerning medals and cannon Utops, perhaps stock game is your best bet.

If that was true, i`ll be never show up in SH4 Mods Workshop subforum.
Just all that hard things of RFB are new for me. (Earlier i playing SH3 with GWX and SH4 with TMO)
In the presentation of this mod they not mention about solusion to make uber deck gun less uber in that why it is .
Award system changes also...
Ok, so when i get it now im happy , because my instalation of RFB is not buggy and everything is ok. ( That was a point of all that questions - I didin`t know is every thing ok )
Thx for explaining

-t

Just remember that RFB is still evolving and question/concerns are welcome. Sometimes these questions get the guys working on RFB to look at some files a bit differently and come up with a better solution. Somethings just suck and not much that can be done. SH3 with GWX is awesome and has come a long way. Duci's TMO is also awesome. I hear nothing but good things about both mods. RFB is working to make it as real as it can possibly but also keep it interesting. I agree with you on the cannon. I wish there were more perimeters and outside forces affecting cannon usage but alas there is not much. Swdw and LukeFF have played with it quite a bit. Taters idea posted above looks very interesting.

As far as the award system in the stock game the medals are handed out like candy. In reality, they were not. These medals were earned the hard way. Certainly medals are reachable. Keep in mind, the game is more concerned that you complete the assigned task. This is were the real score keeping is kept. It looks to me that tonnage is not really looked at. I could be wrong but I believe I'm correct. I have done many patrols and sunk just a few ships but completed 5-6 patrol areas and still received a medal or new construction.

Watch this thread, RFB has more coming. Also, Lurker has started really digging into RSRD and adding some great stuff. My one hope is Lurker continued to refine RSRD and he has started.

AVGWarhawk 06-07-08 07:15 PM

Quote:

Originally Posted by AlmightyTallest
Well, for a 4,000 ton class vessel, it's taking anywhere from 40 to 60 rounds to sink one using the tactics I described. On one patrol with the Gato I sunk 3 ships in the 2,000 to 4,000 ton class with the deck gun before running out of ammo.

For the 10,000 ton tanker it took pretty much all my ammo, which seems reasonable to me, it's only a 3" deck gun and during the war nothing over 4,000 tons was engaged with the gun if I remember correctly. Plus I never tangle with anything on the surface that has a gun of it's own or I stay out of range if possible.

I will buy your engagments as accurate as it can be for the game. 40-60 rounds seems like a believable number. A tanker IMO should take a lot of rounds. Some one posted ships not catching fire and providing yet more damage which is another problem concerning the cannon. This aspect is not factored into cannon usage and it would be nice to see it happen but I do not think that is possible.

AVGWarhawk 06-07-08 07:19 PM

Quote:

Originally Posted by Nephandus
Quote:

Originally Posted by AVGWarhawk


The deck gun has been a issue since SH3. Rate of fire and strong damage....who needs torpedoes? It has been castrated because the gun was more defensive then offensive. Personally if I could throw it off my boat I would. What does not happen with the cannon, it does not account for setting up range nor account for rough seas. It is just to easy if left in stock condition.

The shells offered are what was in use and available during the year you are playing. Just click on the available shell and the loading will start. The reason for this is the subs did not patrol with the cannon loaded. The shells were normally stowed in the sail and had to be retrieved with every use.

Bow wake, RFB did not do anything to files concerning bow wakes and other enviromental things. Sounds like a stock issue.


Mod anything you like within RFB. If you come up with something interesting to change, offer it up! Still very much a work in progress.

Actually I tried shelling a small freighter with the deckgun with the more historical rate of fire. Still took me 100 shells to sink that thing and quite some time. A torpedo would have done that in 60 seconds.... plus I was lucky that the freighter was unarmed.

As for the ammo loading... what you say is true, but I would expect my crew to load that thing if I order them to man it.... ;-)

The wake issue occurs only with one destroyer and that one was modded in by RSRD. Guess noone over there has noticed it so far.

Ammo loading, as Almighty Tallest said, put in your gunners or torpedo men and you will see faster loading times. Also, your men get better with each patrol. Load times will decrease.

RSRD is historical traffic and did not touch bow wakes and such. Probably a stock issue or your card has some trouble rendering the wake. Not sure on that one.

AVGWarhawk 06-07-08 07:22 PM

Quote:

Originally Posted by Paajtor
I want to thank you guys for all the support provided...thats great.:up:

Not a problem. Always wanted to keep it open and have all-comers be a part in one form or another. There is more to come for RFB. Swdw and LukeFF like to at least get something out to all who would like to play RFB. Some more goodies are just around the corner. It gets you involved all be it major or minor in making RFB as good as it can get.

kylesplanet 06-07-08 07:39 PM

Something I really love about RFB 1.5 is all the new sound work. It adds so much to the game and the immersion factor. I'm thinking of investing into a new set of Bose QC3 headphones but if I put in anymore playing time, my lawn is gonna grow over top of the house and my wife is gonna strangle me. :p

Weather-guesser 06-07-08 08:27 PM

Greetings fellow RFB users...Let me pick your brains since I have been experimenting with this for a few hours:

Istallation,
NSM
Latest PE
Latest RFB
RSRDC
RSRD patch 2
My own mixed sound MOD

My problem is I was testing different damage sounds by taking my s-class down to crush depth...and whenever I enable any other sound MOD, I get the old problem (from stock) of the crew in the control room getting black patches all over them after the lights flicker the first time.

This only happens when I enable different wave file sounds from other MODS. Speech and other sound folders do not cause this. And RFB without changes is fine and does not have the black faces after the lights flicker. I have tried ROW sounds and poul-MOD sounds, even droped in sound files from TMO just to see what happens with the same result of black faces after the lights flicker.

I found it odd that sound files, even if I changed just one, would have this affect on the crew in RFB...any ideas on how to change the wave sound files I want to put in RFB so this wont happen? Thanks guys. :88)

EDIT: By the way AVGWARHAWK if you see this...your internal sub sound you came out with doesnt have this effect to RFB when I use it. So I wonder what is different with your wave file compared to the other wave files I am trying?

akdavis 06-07-08 11:34 PM

Quote:

Originally Posted by AVGWarhawk
RSRD is historical traffic and did not touch bow wakes and such. Probably a stock issue or your card has some trouble rendering the wake. Not sure on that one.

Momi (NPB_Momi) is a "new" ship added by RSRD. The problem likely lies there, not stock or RFB, but it has been brought in the RSRD thread.


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