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

Brenjen 08-22-08 10:13 PM

Quote:

Originally Posted by swdw
Look at it from another viewpoint.

...

BTW, the "options thing" i.e., ability to change options in the office, is something that should have been covered in the SH4 manual as it has caused problems with people who are using NO mods. So please keep that in mind when ranting at the modders for any mod.

I 'm nod ranting at the modder(s) about the mod; it's about the elitism displayed in answering by the people following post #259. I used reverse sarcasm to make the point; clearly it worked as you saw how the other shoe feels.:yep:

LukeFF 08-23-08 01:41 AM

Quote:

Originally Posted by Fish40
Looks great Luke:up: I feel like a kid waiting for Christmas, waiting for this new release. I can't stand it anymore:damn:. Keep up the great work guys!

Yep, you guys are going to like this! I'm touching up all the stock interiors (German included), so the boats will definitely feel a bit more "alive" when calling General Quarters.

Orion2012 08-23-08 07:16 PM

Is there any way that the open torpedo doors option could open both selected doors in the uboats?? I always forget to manually open them and it causes my spread to be awful..

I know the mod is primarily for the fleet boat, but if anyone knows what would need to be done, I'll make the changes myself, to my own game.

LukeFF 08-25-08 01:37 AM

Hey guys,

As you probably are aware, both clocks in the Type XVIII and IXD2 radio/sonar rooms are "broken" by default (missing sounds, missing minute hand). However, I went in and had a look at the files tonight, and now those two clocks are working how they should. :up: Overall, I'm going through and trying to fix as many little bugs like this as I can with the interiors.

Fish40 08-25-08 04:24 AM

Luke, you're doing an outstanding job here! If I may make a small request: I know I mentioned this in an earlier post in this thread, and you responded that it was "ON the to do list". I'm hopeing that this will still make it in: http://www.subsim.com/radioroom/showthread.php?t=135184 As I said in the earlier post, mabey as an optional install package. Definitely a must for the U Boat user IMO. Thanks, and keep up the great work!:up:

LukeFF 08-25-08 05:10 AM

Quote:

Originally Posted by Fish40
Luke, you're doing an outstanding job here! If I may make a small request: I know I mentioned this in an earlier post in this thread, and you responded that it was "ON the to do list". I'm hopeing that this will still make it in: http://www.subsim.com/radioroom/showthread.php?t=135184 As I said in the earlier post, mabey as an optional install package. Definitely a must for the U Boat user IMO. Thanks, and keep up the great work!:up:

Still on the to-do list. ;) Getting the new ship damage model working right is still taking priority right now, but getting that mod in is still something I think will be seen sooner or later. It's just that, with only two U-boats in the stock game, our priority naturally is with the American boats. We have plans, however, to add in the rest of the ported-over U-boats from SH3 that are currently a part of RSRDC.

Fubar2Niner 08-25-08 08:11 AM

Hi all.

First post as I recall in the SHIV forums, so bare with me.

RFB team (LukeFF, swdw) not sure who exactly I should aim this at :oops:
2 questions:
First up is your mod compatible with JSGME, I'd prefer using this than o/writing permanantly atm as I'm new to SHIV, kinda, it's been sitting on the shelf since I pre-ordered the collectors edition.

Secondly I see Beery is listed as one of your testers. Is this the same Beery of 'The Mighty Eighth' R&R mod fame? If so your mod speaks yards allready and I've only d/l it so far.

Sorry if either/both these questions have already been asked, I'm kinda a n00b re: SHIV , but after all this time dust gathering it's time to get onboard I feel.

Edit: Sorry guys I have a third ? Can someone tell me what OM is ? I can't find it in Neals mod list. Thanks!

Edit;Edit: Sorry again chaps just discovered OM..... Operation Monsoon , correct ?

Best regards.

Fubar2Niner

swdw 08-25-08 10:15 AM

Quote:

Originally Posted by Fubar2Niner
Hi all.

First post as I recall in the SHIV forums, so bare with me.

RFB team (LukeFF, swdw) not sure who exactly I should aim this at :oops:

The team in general, or any indivudual. Which reminds me, I need to add more names to the team member and testers list in the first post.

Quote:

2 questions:
First up is your mod compatible with JSGME, I'd prefer using this than o/writing permanantly atm as I'm new to SHIV, kinda, it's been sitting on the shelf since I pre-ordered the collectors edition.
Yes it is. Make sure you have the latest JSGME (2.1.0.107)

Quote:

Secondly I see Beery is listed as one of your testers. Is this the same Beery of 'The Mighty Eighth' R&R mod fame? If so your mod speaks yards allready and I've only d/l it so far.
I don't know if it's the same Beery. Actually, Beery was the ORIGINATOR of this mod. A group of us took over a few months after he put it out that he wished someone else would pick it up.

Quote:

Sorry if either/both these questions have already been asked, I'm kinda a n00b re: SHIV , but after all this time dust gathering it's time to get onboard I feel.
Ask away, its obvious from the response below you try to see if there's already an answer.
Quote:

Edit: Sorry guys I have a third ? Can someone tell me what OM is ? I can't find it in Neals mod list. Thanks!

Edit;Edit: Sorry again chaps just discovered OM..... Operation Monsoon , correct ?

Best regards.

Fubar2Niner
Omigosh THREE questions!!:D My brains are frying:doh::lol:

You got it right. OM is the campaign Lurker works on geared towards the u-boats.

Enjoy the mod.

LukeFF 08-25-08 01:21 PM

Quote:

Originally Posted by Fubar2Niner
Secondly I see Beery is listed as one of your testers. Is this the same Beery of 'The Mighty Eighth' R&R mod fame? If so your mod speaks yards allready and I've only d/l it so far.

Yes, same guy. I'm one of those old-timers as well from the bombs-away.net forums. :yep:

kwbgjh2 08-25-08 01:33 PM

Deck gun and reality
 
I downloaded this awesome mod 2 weeks ago and you have done a real great work.
:D
In the start post of this threat i think the most used word is reality. And this is the keyword through the whole thread.:know:

....." RFB 1.5 introduces a new submarine damage model system that is a departure from earlier models. The important thing to note here is that small-caliber (i.e., 20 mm) fire can and will damage your submarine and have a negative effect on your crew's health. In short, this means your sub's hull integrity will slowly be eaten away if you allow an enemy ship to rake your hull with cannon fire, not to mention the crew casualties you will suffer as well. This new system is a work-in-progress and will be improved upon in further RFB releases."

But i think that the damage that all deck guns do to apparently wooden ships is absolut unacceptable.
:down:
I am no expert in the behaviour of wood when a shell explodes but i am sure there will be great leak. Why suffers my crew injuries from small caliber weapons as my sub takes damage when i cant do the same to a junk or a sampan ? I have seen sampans a few years ago on the discovery channel in a clip about fishing in old japan. A Sampan is a bathtub with a canvas ! Sometimes with a hut on it which would be very bullish to call a bridge.

I have given up to try to sink just things. My favourite example is a junk in which my crew fired about 8 shots with the 4"50 . Because of my former experience in this case i allowed the crew to start firing @ 800 yds distance. It was clear night with calm sea. The reloading time got a little boring so i went to AA Gun and opened fire. Round about 1000 shots most of them because of the good conditions hits. :damn:

Ya off course the junk started burning and so on but that is crazy---Too much for such a little nothing. Next time i give my WP an axe and order him to sink this f.....g junk with his own hands. :arrgh!:

Perhaps you can tweak this a little more to reality. Again...this mod is awesome.

LukeFF 08-25-08 06:16 PM

Quote:

Originally Posted by kwbgjh2
I downloaded this awesome mod 2 weeks ago and you have done a real great work...

We are doing a thorough re-work of the damage model for all stock ships (in large part it's the work of Observer, who was part of the NYGM team for SH3). I'm sure you'll be pleased with how sampans and junks respond to fire once we tweak them. :yep:

kwbgjh2 08-26-08 01:20 AM

I am really pleased to hear that. :up:



Another Question: Zooming down on Nav-Map lets the Symbols of the contacts disappear. What is the reason for the RFB Team about that ? Giving the gamer a uncertainty of the contacts exact position ? I thought those old time skippers were absolut professionals about that ?!:huh:

Fincuan 08-26-08 02:29 AM

Quote:

Originally Posted by kwbgjh2
Giving the gamer a uncertainty of the contacts exact position ? I thought those old time skippers were absolut professionals about that ?!:huh:

The default navigation map and contacts allow you to do measurements with the precision of a few meters. Somehow I suspect the skippers weren't THAT good :lol:

swdw 08-26-08 08:35 AM

Quote:

Originally Posted by kwbgjh2
I am really pleased to hear that. :up:



Another Question: Zooming down on Nav-Map lets the Symbols of the contacts disappear. What is the reason for the RFB Team about that ? Giving the gamer a uncertainty of the contacts exact position ? I thought those old time skippers were absolut professionals about that ?!:huh:

I did that originally with the intent of adding the Navmap drawing tools to the Attack map. I've tried a couple of different methods of doing this and haven't been successful.

Still not giving up though.

Orion2012 08-26-08 12:03 PM

Quote:

Originally Posted by swdw
I did that originally with the intent of adding the Navmap drawing tools to the Attack map. I've tried a couple of different methods of doing this and haven't been successful.

Still not giving up though.

That would be a very nice feature, hope you have success.

Now my question, is there a blind spot behind the boat with the SD radar, (finally earned the 1500 renown!!) I ask because I had a Zero come out of nowhere at a bearing of 180-185 or so, and didnt even know it until the watch crew spotted him. If it does, running at PD with the mast of it up, is gonna get me killed, so I thought I would ask.


Thanks for all your hard work.

Peto 08-26-08 12:11 PM

Quote:

Originally Posted by Orion2012
Now my question, is there a blind spot behind the boat with the SD radar, (finally earned the 1500 renown!!) I ask because I had a Zero come out of nowhere at a bearing of 180-185 or so, and didnt even know it until the watch crew spotted him. If it does, running at PD with the mast of it up, is gonna get me killed, so I thought I would ask.

It probably came in under the radar. SD had a altitude limitation in that anything under about 1000' wasn't detected.

Orion2012 08-26-08 12:21 PM

Quote:

Originally Posted by Peto
Quote:

Originally Posted by Orion2012
Now my question, is there a blind spot behind the boat with the SD radar, (finally earned the 1500 renown!!) I ask because I had a Zero come out of nowhere at a bearing of 180-185 or so, and didnt even know it until the watch crew spotted him. If it does, running at PD with the mast of it up, is gonna get me killed, so I thought I would ask.

It probably came in under the radar. SD had a altitude limitation in that anything under about 1000' wasn't detected.

Ahh!!
I never even thought of that!!
Thanks.

vanjast 08-26-08 03:18 PM

Quote:

Originally Posted by Fincuan
Quote:

Originally Posted by kwbgjh2
Giving the gamer a uncertainty of the contacts exact position ? I thought those old time skippers were absolut professionals about that ?!:huh:

The default navigation map and contacts allow you to do measurements with the precision of a few meters. Somehow I suspect the skippers weren't THAT good :lol:

Nothing like 100% settings. no map contacts, no torps on map... nothing on the map except your 'artwork'
:lol:

kwbgjh2 08-26-08 03:56 PM

I am playing RFB on 100%... and Map Contact update is pre-adjustment by the mod:-j

:lol::lol::lol:

BTW: I know what you wanna tell me.. I am sure you have seen the movie "Das Boot" ! You remember the Night Attack on the convoy ? The Captain decided the targets, the 1.WO made the UZO and gave the visual zonings to one of the petty officers who was at the TDC. All this things should do one person alone in SH4??? If you do so you will use time compression ZERO very often to make all entries on the Nav Map. Time = ZERO = BREAK??? Dick o' Kane would have been very happy about the possibilty of stopping time as i would be happy about an effective help of my officiers. Remenber the key word "Realism" !

Wilcke 08-26-08 04:58 PM

Quote:

Originally Posted by kwbgjh2
I am playing RFB on 100%... and Map Contact update is pre-adjustment by the mod:-j

:lol::lol::lol:

BTW: I know what you wanna tell me.. I am sure you have seen the movie "Das Boot" ! You remember the Night Attack on the convoy ? The Captain decided the targets, the 1.WO made the UZO and gave the visual zonings to one of the petty officers who was at the TDC. All this things should do one person alone in SH4??? If you do so you will use time compression ZERO very often to make all entries on the Nav Map. Time = ZERO = BREAK??? Dick o' Kane would have been very happy about the possibilty of stopping time as i would be happy about an effective help of my officiers. Remenber the key word "Realism" !

Hey, its all good! I am glad you are enjoying RFB!

Happy Hunting!


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