SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [REL] RFB/Real Fleet Boat for 1.5 (https://www.subsim.com/radioroom/showthread.php?t=125529)

Peto 07-28-08 09:45 AM

Ja aber ihr enlisch ist besser auf meinen Deutch ;)!!!

AVGWarhawk 07-28-08 09:46 AM

Quote:

Originally Posted by Thesnake1977
man o man was für ein mod wie lang habt ihr dran gearbeitet ?
davon mal ab ich muss sagen (respekt) ich habe sehr grosse achtung for leuten die sowas machen und können

:Mfg Thesnake

one o one which for mod as long have it to worked?
of it times off I must say (respect) I have very large attention for to people make and can

:Mfg Thesnake

Translatet with babelfish my englisch so bad

English is fine:up: We have an idea of what you are saying. :D

Thesnake1977 07-28-08 10:09 AM

Peto ähm england or usa?

and thx for my english gg

is a verry nice mod . gooooooooood job

Peto 07-28-08 10:56 AM

USA. And you are very welcome :up: .

Schultzy 07-28-08 08:13 PM

Quote:

Originally Posted by Thesnake1977
man o man was für ein mod wie lang habt ihr dran gearbeitet ?
davon mal ab ich muss sagen (respekt) ich habe sehr grosse achtung for leuten die sowas machen und können

Servus Thesnake. :) Ich übersetze ins Englische... Babelfisch ist voi scheisse lol

Quote:

Originally Posted by into English
Wow, what a mod! How long have you worked on it for?

Also I have to say (respect) I've got really great respect for people that can, and do, this kind of thing!

And he's right, this mod is just amazing!

Thesnake1977 07-29-08 01:18 AM

Quote:

Originally Posted by Schultzy
Quote:

Originally Posted by Thesnake1977
man o man was für ein mod wie lang habt ihr dran gearbeitet ?
davon mal ab ich muss sagen (respekt) ich habe sehr grosse achtung for leuten die sowas machen und können

Servus Thesnake. :) Ich übersetze ins Englische... Babelfisch ist voi scheisse lol

Quote:

Originally Posted by into English
Wow, what a mod! How long have you worked on it for?

Also I have to say (respect) I've got really great respect for people that can, and do, this kind of thing!

And he's right, this mod is just amazing!

gg but a better idear i not have. my english is soooo bad , but with babelfish dit you cane think wath i mean.

Ps. without babelfish

Orion2012 07-29-08 03:51 PM

New to RFB...
 
I decided to finally install and give RFB a run, but before I do, is there anything I need or should download for compatibility. Such as patches or anything to enable the Uboat campaign. According to the NSM thread it isn't compatible with the uboat campaign, so if I wanted to run, OM for example, do I need to disable the NSM??

Also, I'm sure the magnetic "belt" has been changed, so how close do I have to be for a keel shot, and if anyone has a link or anything that "outlines" when and where the torpedos are made more efficient. (I.E. In TM, the MK14's got better through the war)

Also, is there any difference between the MK14 and MK23?? Is one more reliable, does one keep depth better??

Thanks in advance, and sorry if it's hard to understand, english isn't my native tongue.

LukeFF 07-29-08 09:09 PM

Quote:

Originally Posted by Orion2012
I decided to finally install and give RFB a run, but before I do, is there anything I need or should download for compatibility. Such as patches or anything to enable the Uboat campaign. According to the NSM thread it isn't compatible with the uboat campaign, so if I wanted to run, OM for example, do I need to disable the NSM??

All of the important information you need to get going with RFB is in the first post in this thread. As for NSM, there has been some confusion about it's compatibility with 1.5. In short, NSM works with 1.5, except that Allied warships and merchants will continue to use the stock damage model. Otherwise, the mod works just the same as it did with 1.4. Right now the RFB team is working on a successor to NSM that will eventually incorporate all the stock ships of SH4 1.5.

Quote:

Also, I'm sure the magnetic "belt" has been changed, so how close do I have to be for a keel shot, and if anyone has a link or anything that "outlines" when and where the torpedos are made more efficient. (I.E. In TM, the MK14's got better through the war)

Also, is there any difference between the MK14 and MK23?? Is one more reliable, does one keep depth better??
All of the information you need about the torpedoes is on Weapons and Sensors page in-game (assuming you are running 1.5; see image below (note the date for the magnetic detonator has changed since that image was taken)). As for magnetic detonation range, it is set to a very narrow "band' to simulate the near-uselessness of the magnetic detonator in the Pacific Theater.

The Mark 23 is simply a Mark 14 without the low-speed setting and magnetic detonator. Very few Mark 23s were employed in combat, since as Japanese ASW improved, American skippers found they were having to take shots from farther away. Unless you are absolutely certain you will never use the low-speed setting, stick with the Mark 14.

http://img.photobucket.com/albums/v2...235341_515.jpg

RFB Team 07-29-08 09:34 PM

RFB Update
 
Since we believe silence is counterproductive in maintaining interest in a mod, here's a look at things we are currently working on for the next RFB release:
  • New damage model for all American submarines, courtesy of Observer. This mod thorougly changes the way submarines respond to damage, especially from surface gunfire. Suffice it to say the days of the submersible battleships are soon to be over.
  • New visual parameters and behavior for the bridge watch, created by Der Teddy Bär.
  • Improved Japanese hydrophone/active sonar characteristics by Peto. Like the new damage model, this mod will force players to change the way they confront enemy escorts.
  • Re-written crew skills, including their recovery from injuries. Co-authored by LukeFF and Observer. The true differences between officer and enlisted crew abilities will be more pronounced.
  • Mast height and draft mod by LukeFF. Using the ONI manuals, the mast heights and draft values shown in the recognition manual now reflect the best-known intelligence about shipping on both sides of the war.
Other mods in progress at this point in time include adjusted AI ship acceleration properties by swdw and the previously-mentioned AI ship damage model by Observer. As one can see, the future is very bright for RFB. :yep:

Orion2012 07-29-08 10:22 PM

Thanks LukeFF, very helpful.

Guess I got lucky, my first shot, I forgot to switch the detonator to contact, but set the depth to 5 feet...watched her run right underneath a small split freighter and absolutely decimate her. Although I ran out of fuel,(:damn:) guess I have to learn to dive during the day and not run surface till I find contacts...

Also, I do run PE3, and it seemed like the special effects (Oil Slick, floating boxes, the oil burning after it she sinks, and my fav. dead bodies!) were missing. I know it doesn't necessarily support RFB but it was listed in the install order on the main page..Any Ideas anyone?? Experienced somthing similar before with TMo and had to reinstall, but I'm trying to avoid that if at all possible.

Again, thanks for the fast reply and keep up the hard work! :up:

DeepIron 07-29-08 10:31 PM

Quote:

I know it doesn't necessarily support RFB but it was listed in the install order on the main page..Any Ideas anyone??
There is a very detailed document created by Kriller2 in the PE3 download. It details exactly how and what PE3 mods to install to get the desired special effects. I run PE3 with a select install of features along with NSM Classic, RFB and RSRDC... no problemo... :up:

Fearless 07-29-08 10:41 PM

Enjoying latest RFB v1.5 immensly. Love the duds, pre-detonations and depth anomalies with the MK14 torps whilst doing the campaign start in 1941 :rock:

All I need now is RSRDC for RFB v1.5 and patches (unable to download via filefront 'cos of work restrictions and no home internet :cry: ) and this will truly be an awesome experience.

I have three questions if I may:

1. Currently commanding a Gato Class sub, I noticed that the Max depth setting on the dial is approx 450 feet so I thought I'd test it out only to find that the hull crushed at 400 feet. Is that the norm? I had no hull damage prior to the test;

2. What type of engine sound is used? Basically because I cannot hear the electrical or diesel engines engaging or disengaging nor do I rarely hear the creaking sounds when going through the various depth stages? Just wondering as it is very noisy and has minimal sound pitch variation; and

3. The CO2 level seems to be at its peak after using about 1/4 battery power. Just wondering if that was also the norm.

Thank you in advance.

Orion2012 07-29-08 10:57 PM

Quote:

Originally Posted by DeepIron
Quote:

I know it doesn't necessarily support RFB but it was listed in the install order on the main page..Any Ideas anyone??
There is a very detailed document created by Kriller2 in the PE3 download. It details exactly how and what PE3 mods to install to get the desired special effects. I run PE3 with a select install of features along with NSM Classic, RFB and RSRDC... no problemo... :up:

The PDF??

I may (probably) read it wrong, as English isn't my native tongue. If at first you don't succeed try again.

Edit: Looking over my info, I think I enabled it before RFB, but Kriller said AFTER...well he said TM, but I get the jest of it. Thanks for all the help guys, looking foward to what else you can throw at me in RFB

I know i'm getting annoying but the more I play, the more questions pop up.

1. Is there anyway to keep the little torpedos that track to your target on the Attack map. (How else will I know when I draw the "USS Tang" card of fate) I removed the contline and dashline dds files from data/menu/gui so I still have my "tails" but I'd like the torpedo's as well....

2. Edit: Curious about crush depth as well

3. Whats the point of "radar depth"?? When I tried it it only went to 40 feet?? Is the radar antenna that short, or is that depth to keep me off the IJN radar screen? Kinda in the same vein as low flying aircraft.

And my "i feel so dumb question" the M on the map still stands for Nm right?? some of the objectives say "stay within X,M and some say stay within X, NM.

Peto 07-30-08 12:06 AM

I'll just address a couple of those questions as I've been testing the new sub damage models quite a bit.

1. Crush depth: Hang on--that's changing in the next version. I won't tell you deep I've been except to say while testing/tweaking the japanese sonar, I've been all the way to the bottom a couple times :shifty:.

2. Radar Depth: Was 40-45 feet historically for using the SJ radar. They had to put the top of the shears out of the water to clear the antenna (sp?).

3. CO2 Levels: I always thought this was a bit generous--always seem to have plenty of air. But there were a couple actual cases where a boat was down for 30+ hours and while the air was bad (VERY bad) they were able to do it. I've never kept a boat down that long to test that setting though :hmm:.

4. Engine Sounds: Sorry--can't give you a good answer there. Maybe someone else will. Ditto for the torpedo question.

I've had a lot of fun testing some of the changes coming soon. The new damage models are--IMO--excellent.

Orion2012 07-30-08 02:01 AM

Quote:

Originally Posted by Peto
I'll just address a couple of those questions as I've been testing the new sub damage models quite a bit.

1. Crush depth: Hang on--that's changing in the next version. I won't tell you deep I've been except to say while testing/tweaking the japanese sonar, I've been all the way to the bottom a couple times :shifty:.

2. Radar Depth: Was 40-45 feet historically for using the SJ radar. They had to put the top of the shears out of the water to clear the antenna (sp?).

3. CO2 Levels: I always thought this was a bit generous--always seem to have plenty of air. But there were a couple actual cases where a boat was down for 30+ hours and while the air was bad (VERY bad) they were able to do it. I've never kept a boat down that long to test that setting though :hmm:.

4. Engine Sounds: Sorry--can't give you a good answer there. Maybe someone else will. Ditto for the torpedo question.

I've had a lot of fun testing some of the changes coming soon. The new damage models are--IMO--excellent.

Thanks for the info.

Fearless 07-30-08 02:02 AM

Quote:

Originally Posted by Peto
I'll just address a couple of those questions as I've been testing the new sub damage models quite a bit.

1. Crush depth: Hang on--that's changing in the next version. I won't tell you deep I've been except to say while testing/tweaking the japanese sonar, I've been all the way to the bottom a couple times :shifty:.

2. Radar Depth: Was 40-45 feet historically for using the SJ radar. They had to put the top of the shears out of the water to clear the antenna (sp?).

3. CO2 Levels: I always thought this was a bit generous--always seem to have plenty of air. But there were a couple actual cases where a boat was down for 30+ hours and while the air was bad (VERY bad) they were able to do it. I've never kept a boat down that long to test that setting though :hmm:.

4. Engine Sounds: Sorry--can't give you a good answer there. Maybe someone else will. Ditto for the torpedo question.

I've had a lot of fun testing some of the changes coming soon. The new damage models are--IMO--excellent.

Awesome, thanks for the heads-up. Looking forward to the next update :cool:

Fearless 07-30-08 02:06 AM

Quote:

Originally Posted by Orion2012
Thanks LukeFF, very helpful.

Guess I got lucky, my first shot, I forgot to switch the detonator to contact, but set the depth to 5 feet...watched her run right underneath a small split freighter and absolutely decimate her. Although I ran out of fuel,(:damn:) guess I have to learn to dive during the day and not run surface till I find contacts...

Also, I do run PE3, and it seemed like the special effects (Oil Slick, floating boxes, the oil burning after it she sinks, and my fav. dead bodies!) were missing. I know it doesn't necessarily support RFB but it was listed in the install order on the main page..Any Ideas anyone?? Experienced somthing similar before with TMo and had to reinstall, but I'm trying to avoid that if at all possible.

Again, thanks for the fast reply and keep up the hard work! :up:

I have PE3 installed before RFB and seems to work fine.

Orion2012 07-30-08 02:57 AM

Quote:

Originally Posted by Fearless
Quote:

Originally Posted by Orion2012
Thanks LukeFF, very helpful.

Guess I got lucky, my first shot, I forgot to switch the detonator to contact, but set the depth to 5 feet...watched her run right underneath a small split freighter and absolutely decimate her. Although I ran out of fuel,(:damn:) guess I have to learn to dive during the day and not run surface till I find contacts...

Also, I do run PE3, and it seemed like the special effects (Oil Slick, floating boxes, the oil burning after it she sinks, and my fav. dead bodies!) were missing. I know it doesn't necessarily support RFB but it was listed in the install order on the main page..Any Ideas anyone?? Experienced somthing similar before with TMo and had to reinstall, but I'm trying to avoid that if at all possible.

Again, thanks for the fast reply and keep up the hard work! :up:

I have PE3 installed before RFB and seems to work fine.

Interesting....I haven't actually been able to hit anything since I tried enabling the mods in a different order. I finished my last patrol before rolling things off just to be cautious. I guess I'll know tommorow. :hmm:

AntEater 07-30-08 03:44 AM

Wow, that sounds great. Any timetable?
:D

Peto 07-30-08 07:45 AM

Quote:

Originally Posted by AntEater
Wow, that sounds great. Any timetable?
:D

Well--I'm mainly just doing some RFB testing. My modding ability is nothing compared with what others are doing. The Really Good RFB modders will release updates when they are satisfied with them. That's better for everybody in both the short and long-run. I doubt that it will be too long though.

Peto


All times are GMT -5. The time now is 06:34 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.