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gclarkso 06-09-07 09:55 AM

I'm really enjoying the 1.28 update but am hoping I can resolve this little niggle. How can I return to the original hydrophone screen? At 1280X1024 the current screen is just too "in your face" for me...Hopefully, an easy change.

Gordon

panthercules 06-09-07 12:33 PM

Quote:

Originally Posted by gclarkso
I'm really enjoying the 1.28 update but am hoping I can resolve this little niggle. How can I return to the original hydrophone screen? At 1280X1024 the current screen is just too "in your face" for me...Hopefully, an easy change.

Gordon

It is an easy fix - just use minitweaker to change one cameras.dat setting as follows:
RadioRoom_Hydrophone
AngularAngle = 57.265 [should be set back to stock: = 75 ]
That will pull you back far enough so that you can use all the buttons as well as see the dial - I like the way it looks close up, but I don't like having to move around to use the buttons, so I pulled it back on mine.

Good luck!

:FI:Rabitski 06-09-07 01:26 PM

Is there a anyway in a later version you could change the content's of task force's?. Or to reduce the number of time you are likely to encounter a type of ship in a career. I have sunk that Huge European Passanger liner in my last 4 patrols. And on the one I'm in the middle off @ the moment I'm about to sink it twice within 6hrs. You could have a task force and put a Troop transport in it, or instead of having them Large liner's zipping about the place have the Modern Passanger Liner instead. I don't know if it's possable but it's just a thought, It would kinda bring your tonnage back to reality while still giving you something to shoot @.

tater 06-09-07 03:09 PM

^^^ that really requires a redo of the entire set of campaign layers, frankly.

:FI:Rabitski 06-09-07 05:20 PM

Ahh I see. Oh well thanks for responding.

tater 06-09-07 05:36 PM

It's not impossible though, and there is a tool to work with it pretty easily. I guess you could use the automated editor to open the troopship layers, and simple increase the time interval between spawns.

I did that in my campaign layers (link in a thread below someplace) since I also noticed way too many huge liners.

LukeFF 06-10-07 12:49 AM

Beery, what data are you using for the Mark 10's failure rate? I've fired a lot of them in my current patrol, and way more often than not they end up either running deep or fail to explode. Weren't these the more reliable torpedoes at the outbreak of war?

flymar 06-10-07 12:45 PM

Found a bug... maybe from original, maybe mod related. Met a japan sub and on navmap with the zoom level when silluets of the ships disappears in the sub place was message "No TGA shape found" or similar.

gclarkso 06-10-07 06:40 PM

Quote:

Originally Posted by panthercules
Quote:

Originally Posted by gclarkso
I'm really enjoying the 1.28 update but am hoping I can resolve this little niggle. How can I return to the original hydrophone screen? At 1280X1024 the current screen is just too "in your face" for me...Hopefully, an easy change.

Gordon

It is an easy fix - just use minitweaker to change one cameras.dat setting as follows:
RadioRoom_Hydrophone
AngularAngle = 57.265 [should be set back to stock: = 75 ]
That will pull you back far enough so that you can use all the buttons as well as see the dial - I like the way it looks close up, but I don't like having to move around to use the buttons, so I pulled it back on mine.

Good luck!

That did it! Thanks!

Gordon

Beery 06-10-07 09:46 PM

Quote:

Originally Posted by LukeFF
Beery, what data are you using for the Mark 10's failure rate? I've fired a lot of them in my current patrol, and way more often than not they end up either running deep or fail to explode. Weren't these the more reliable torpedoes at the outbreak of war?

They were. As far as I know the Mk.10 torpedoes are unchanged from stock SH4. It's always possible that the developers made the Mk.10 torpedo act the same as the Mk.14, which would be crazy, but I've seen crazier things in SH4.

Beery 06-10-07 09:47 PM

Quote:

Originally Posted by flymar
Found a bug... maybe from original, maybe mod related. Met a japan sub and on navmap with the zoom level when silluets of the ships disappears in the sub place was message "No TGA shape found" or similar.

Can't be RFB-related. As far as I know none of the mods in RFB change Japanese subs in any way.

tater 06-11-07 01:32 AM

It's my understanding that the real Mk10s ran ~4 feet deep for the same reason the Mk14s did---they were calibrated for a dummy warhead.

flymar 06-11-07 02:04 AM

Quote:

Originally Posted by Beery
Quote:

Originally Posted by flymar
Found a bug... maybe from original, maybe mod related. Met a japan sub and on navmap with the zoom level when silluets of the ships disappears in the sub place was message "No TGA shape found" or similar.

Can't be RFB-related. As far as I know none of the mods in RFB change Japanese subs in any way.

But you've changed shape of the ships with some 'null' transparent graphic, I guess - that they do not show up in the close up on navmap... so I thought the shape of the sub was thrown away without putting there transparent substitute:)

REQ
* Can you remove the bathtub effect when shooting AA guns on certain sub types? With RFB I often shoot this guns myself and lack of visibility is really annoying.
* Is there a way to 'disconnect' attack and observation scopes? When I lock a target on attack scope it's also locked on the observation one.

BTW the new 'old' bearing scale on the scopes is great:)


I've noticed the event camera bug is somehow connected with the resolution. In 1024x768 all torpedo fires are covered with event camrea. In ~1200x900 only first one shot and every first after time acceleration. Weird

Beery 06-11-07 07:54 AM

Quote:

Originally Posted by flymar
But you've changed shape of the ships with some 'null' transparent graphic, I guess - that they do not show up in the close up on navmap... so I thought the shape of the sub was thrown away without putting there transparent substitute:)

Oh it's the 2D shapes. RFB only substitutes images - it never deletes them (it's incapable of deleting anything without substituting something in its place). So if you're seeing a notice that says a file is missing it must be missing from the original game. In fact I just looked and both of the Japanese subs are missing their *shp.dds files - that's probably the problem - another bug the devs ought to fix.

On the other issues, the bathtub effect is beyond my limited abilities to fix, as is disconnecting the observation scope lock from the attack scope. Ditto the event camera bug. These are things that the devs will probably have to fix.

panthercules 06-12-07 12:27 AM

Quote:

Originally Posted by Beery
Quote:

Originally Posted by LukeFF
Beery, what data are you using for the Mark 10's failure rate? I've fired a lot of them in my current patrol, and way more often than not they end up either running deep or fail to explode. Weren't these the more reliable torpedoes at the outbreak of war?

They were. As far as I know the Mk.10 torpedoes are unchanged from stock SH4. It's always possible that the developers made the Mk.10 torpedo act the same as the Mk.14, which would be crazy, but I've seen crazier things in SH4.

Must be something like that going on - I took about 50/50 Mk 10s and Mk 14s out on my second patrol from Cavite (figured that represented taking whatever was handy as we bugged out just before the Japanese got there). Fired 14 torps last night at a small Japanese freighter (1,800 tonner) - 7 while underway, 7 more while dead in the water from gunfire - with only one hit (the very last one, of course). About half of those were Mk 10s, and 3 or 4 of those sailed right under the supposedly 18' draft hull while she was dead stopped in fairly calm seas even though they were, by that time, set on the minimum 3 foot depth (after my soundman, a/k/a event camera, reported the first few had run too deep, I set the rest as shallow as they would go, as any good captain would :D )

I was hoping to see some difference in the reliability of the Mk 10s compared to the Mk 14s, but I sure didn't with that batch (it was actually a Mk 14 that finally exploded, and even that one was an influence explosion under the hull despite the torp being set to 3' depth).

At this rate (counting my first patrol, 36 torps fired, 3 hits, and 300+ rounds of deck gun ammo expended) it would be cheaper if we just bought the ships from the Japanese instead of sinking them :o


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