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

runyan99 07-20-08 12:21 AM

Quote:

Originally Posted by Peto
Welcome to the S Boats :shifty:! I try not to go deeper than 200. The men who manned them considered 150 feet to be deep although test depth was 200.

Okay, well I could have looked that information up, but I was relying on the information in-game. I consider it a flaw in RFB. I should have gotten a 'passing test depth' message in game after passing 150 or 200.

Isn't this and the red depth needle moddable boat by boat?

Peto 07-20-08 01:21 AM

Quote:

Originally Posted by runyan99
Quote:

Originally Posted by Peto
Welcome to the S Boats :shifty:! I try not to go deeper than 200. The men who manned them considered 150 feet to be deep although test depth was 200.

Okay, well I could have looked that information up, but I was relying on the information in-game. I consider it a flaw in RFB. I should have gotten a 'passing test depth' message in game after passing 150 or 200.

Isn't this and the red depth needle moddable boat by boat?

I'm sure they'll take note of these issues and work to make it all balance. Modding is quite difficult. There's often 100's of things that have to be figured out to get things just right. (1000's actually.) There are bound to be "ships out of position" and a few dimpled hulls on the path to Glory ;)!

Cheers!

EvoBaby 07-20-08 05:11 AM

Could not prompt. The matter is that on the Attacking card, calculation of a rocket looks "Dashed line", and whether it is possible as that to return " a continuous line "?

AVGWarhawk 07-20-08 07:39 AM

Quote:

Originally Posted by EvoBaby
Could not prompt. The matter is that on the Attacking card, calculation of a rocket looks "Dashed line", and whether it is possible as that to return " a continuous line "?

It is possible to have the line back however, RFB is offered with certain things as a whole package type deal. The user has to accept that some things they will not like about it and use it. Not enough time to fix certain requests(individual requests) by the users. Unless the change requested would benefit overall game play and is somewhat historical in nature so as to contribute to a real fleet boat experience. Sorry about that.

AVGWarhawk 07-20-08 07:56 AM

Quote:

Originally Posted by runyan99
Quote:

Originally Posted by Peto
Welcome to the S Boats :shifty:! I try not to go deeper than 200. The men who manned them considered 150 feet to be deep although test depth was 200.

Okay, well I could have looked that information up, but I was relying on the information in-game. I consider it a flaw in RFB. I should have gotten a 'passing test depth' message in game after passing 150 or 200.

Isn't this and the red depth needle moddable boat by boat?

I wil give you a bit of hint:D . The S boat had the capabiltiy to do 11 knots submerged. About 16+ surfaced. Test depth in about the 250 range. However, these S boats were anitques at the time WW2 in the PTO started. They were very worn and quite used. What LukeFF did was clip the speeds and hull strength because of the age of the boats at wars start. It provides an uncertainty of your old tub as she patrols. All the boats had a test depth. Many could go much deeper then the engineers said was max. Demonstrated in many patrol reports. However, you are taking the lives of the crew in your hands. Anyway, the S along with the others have the max text depth showing but reaching those depths will play a part in survivability of the sub at said depth. When you reach your test depth, go to the screen that shows hull percentage, if she is loosing percentage, time to take her up to a shallower depth. Of course the crew will start screaming it out that there is hull damage. Time for flank speed to a shallow depth! So, you have two issues to contend with....DC dropping on your head and making the decision whether to reach these test depth and hoping the old tub will take it. Although the engineer said she could do it, it did not mean she was not vunerable as well at these depths. It is the draw of the card with the S class.

I like the S and start my careers in her all the time. :up:

Gorshkov 07-20-08 08:35 AM

Quote:

Originally Posted by AVGWarhawk
Firing torpdoes at a stationary sampan???? Not a wonder it goes 5 stories up!!! When Luke gets back from his two week tour he can take a quick look at it. BTW, Subpac wants to know why you are using $10000.00 torpedos on a sampan.

It doesn't matter if I fire torpedo against sampan because in stock SH4 this artifact doesn't happen. Simply hit sampan sinks as one should. Therefore this funny bug is found only in RFB mod.

Gorshkov 07-20-08 08:39 AM

Quote:

Originally Posted by AVGWarhawk
Quote:

Originally Posted by EvoBaby
Could not prompt. The matter is that on the Attacking card, calculation of a rocket looks "Dashed line", and whether it is possible as that to return " a continuous line "?

It is possible to have the line back however, RFB is offered with certain things as a whole package type deal. The user has to accept that some things they will not like about it and use it. Not enough time to fix certain requests(individual requests) by the users. Unless the change requested would benefit overall game play and is somewhat historical in nature so as to contribute to a real fleet boat experience. Sorry about that.

I also think targeting line on Attack Map is too faint. It can be dashed but should be painted in a lot darker color.

AVGWarhawk 07-20-08 10:03 AM

Quote:

Originally Posted by Gorshkov
Quote:

Originally Posted by AVGWarhawk
Quote:

Originally Posted by EvoBaby
Could not prompt. The matter is that on the Attacking card, calculation of a rocket looks "Dashed line", and whether it is possible as that to return " a continuous line "?

It is possible to have the line back however, RFB is offered with certain things as a whole package type deal. The user has to accept that some things they will not like about it and use it. Not enough time to fix certain requests(individual requests) by the users. Unless the change requested would benefit overall game play and is somewhat historical in nature so as to contribute to a real fleet boat experience. Sorry about that.

I also think targeting line on Attack Map is too faint. It can be dashed but should be painted in a lot darker color.

I notice on my machine the line is dashed and fades as it get farther from the sub. Perhaps it can be darkened up. I did play without these lines for a while but thinking about it, it would seem to me it is a plot of all targets kept on paper. As it should be so I turned it back on and use the lines. Also, we know we are limited to what the sonarman will tell us. He can follow the closest merchant or the closest warship but he does not tell us how many contacts we really have. Therefore, the attack map with lines seems to me as acting like the sonarman keeping track of his known targets...he just does not have the ability to vocally tell us. I hope you followed and could understand what I'm getting at.

AVGWarhawk 07-20-08 10:05 AM

Quote:

Originally Posted by Gorshkov
Quote:

Originally Posted by AVGWarhawk
Firing torpdoes at a stationary sampan???? Not a wonder it goes 5 stories up!!! When Luke gets back from his two week tour he can take a quick look at it. BTW, Subpac wants to know why you are using $10000.00 torpedos on a sampan.

It doesn't matter if I fire torpedo against sampan because in stock SH4 this artifact doesn't happen. Simply hit sampan sinks as one should. Therefore this funny bug is found only in RFB mod.

I was not doubting you Gorshkov. Definitely needs to be looked at. I find it funny you are using torps for this vessel. :D

Gorshkov 07-21-08 10:47 AM

Quote:

Originally Posted by AVGWarhawk
Quote:

Originally Posted by Gorshkov
Quote:

Originally Posted by AVGWarhawk
Firing torpdoes at a stationary sampan???? Not a wonder it goes 5 stories up!!! When Luke gets back from his two week tour he can take a quick look at it. BTW, Subpac wants to know why you are using $10000.00 torpedos on a sampan.

It doesn't matter if I fire torpedo against sampan because in stock SH4 this artifact doesn't happen. Simply hit sampan sinks as one should. Therefore this funny bug is found only in RFB mod.

I was not doubting you Gorshkov. Definitely needs to be looked at. I find it funny you are using torps for this vessel. :D

Another but quite close issue: Does RFB mod use other than stock ship damage model? I suppose that hit ships in this mod sink mainly by flooding.

AVGWarhawk 07-21-08 01:04 PM

Quote:

Originally Posted by Gorshkov
Quote:

Originally Posted by AVGWarhawk
Quote:

Originally Posted by Gorshkov
Quote:

Originally Posted by AVGWarhawk
Firing torpdoes at a stationary sampan???? Not a wonder it goes 5 stories up!!! When Luke gets back from his two week tour he can take a quick look at it. BTW, Subpac wants to know why you are using $10000.00 torpedos on a sampan.

It doesn't matter if I fire torpedo against sampan because in stock SH4 this artifact doesn't happen. Simply hit sampan sinks as one should. Therefore this funny bug is found only in RFB mod.

I was not doubting you Gorshkov. Definitely needs to be looked at. I find it funny you are using torps for this vessel. :D

Another but quite close issue: Does RFB mod use other than stock ship damage model? I suppose that hit ships in this mod sink mainly by flooding.

Currently the ship damage model is being worked over. All ships will have a very different model then what you experience from the stock version. It is not ready yet but it is coming.

Gorshkov 07-21-08 01:19 PM

Quote:

Originally Posted by AVGWarhawk
Quote:

Originally Posted by Gorshkov
Another but quite close issue: Does RFB mod use other than stock ship damage model? I suppose that hit ships in this mod sink mainly by flooding.

Currently the ship damage model is being worked over. All ships will have a very different model then what you experience from the stock version. It is not ready yet but it is coming.

It is great but bewere not to repeat buggy models from some SH3 mods where hit ships sink days or small rust-buckets need to get even five torpedo hits to be able to finally go under water! ;)

AVGWarhawk 07-21-08 01:26 PM

Yep, we hear you. That drove me a bit nuts as well. I think that has been overcome in SH4.

LukeFF 07-21-08 09:38 PM

Quote:

Originally Posted by Gorshkov
I have finally re-established Walter propulsion in RFB! :)

The solution is simple: you must replace HUD.dds file found in RFB_v1.51_062308\Data\Menu\Skins\German\Gui\Layout directory by identical file from TriggerMaru_Overhaul_152\Data\Menu\Skins\American\ Gui\Layout folder. :know:

Thank you, I will make a note of that. Ducimus is very helpful in passing along files from TMO that can be of benefit to RFB.

LukeFF 07-21-08 09:40 PM

Quote:

Originally Posted by kylesplanet
From what I have read on the first page of this post, RFB does make changes to the campaign layers so I have a simple question, does it do away with all or most of those silly photo recon missions? I was just thinking of making a few patrols without RSRDC installed just to experience the difference as I have never played SH4/1.5 without RFB, PE and RSRDC.

That readme needs to be updated. RFB currently does not alter the campaign files, since RSRDC and OM does such a good job at that. :yep:


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