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

vanjast 08-19-08 08:08 AM

And if I light up a victory cigar and casually throw my match over the conn into the sea ???

Whooooooosh
:lol:

Observer 08-19-08 08:50 AM

Quote:

Originally Posted by AVGWarhawk
Luke, the Environmental Protection Agency would like to speak to you. :lol:

Don't worry. It disappears after a while. ;)

I'd like to do this effect better, and make it depend on whether the ship is under ballast, or carrying oil. This effect is a compromise, but means that every tanker will show the effect, even if they are on a route where the tanker would normally only be under ballast.

Rip 08-19-08 05:15 PM

Hopefully it burns pretty as well. One of my favorite things is watching ships sail through the burning oil remnants of the ship that sank in front of them. They seem to have one hell of a fire protective coating.

:D

AVGWarhawk 08-19-08 05:22 PM

@Rip,

It is a shame that secondary destruction from fire is not modeled into the game. If it was, sinking vessel would have a whole different outlook.

kylesplanet 08-19-08 07:15 PM

Luke, Owl Gore is gonna be mad as hell.
:rotfl:

Orion2012 08-20-08 01:18 AM

Quote:

Originally Posted by Deep Source
What I do for make back torpedo sillouttes in attack map?

Thanks!

Had been wondering that myself and finally figured it out.
If you remove the torps.dds from the folder data/menu/gui/units
the stock file will not be replaced and the silhouettes will remain.

Rip 08-20-08 01:31 AM

Quote:

Originally Posted by swdw
Quote:

Originally Posted by ryanwigginton
When the deck gun was firing I was trying to imagine myself reloading the gun, aiming and firing. Just picturing it in my head from old movies and clips I've seen. To me it felt as though I'd barely be loading the next round into the chamber when RFB was firing. Even if you managed to load it there's definitly no aiming time taken into account. I hate to dredge this old topic up again but Beery spent god knows how many hours researching and tweaking the ROF. Not to mention the long paragraphs on the forum defending his decisions. Personally I thought it felt right the way he had it. Lot's will disagree of course.

Actually, I dug up some old clips and watched them for various times. What you see is the average of what I watched.

But we need to be sure we're using the same terms. I was watching reload times, not rate of fire. ROF includes reload sighting and shooting, on a pitching deck, sighting can often be the longest of these. So while Beery's numbers are more realistic from beginning to end, I'd like to see if the sighting time can be increased through some various changes to achieve those numbers. Will be less frustrating in one way, because you don't have to wait so long for the reload. But can be more frustrating because you'd actually have to spend time in the sub school missions learning how to compensate for everything that can cause error in order to score a hit. There was a reason the navy had a gunner's mate rating or specific people assigned to a gun crew if no GM's were on board. It took practice to be good.

It is a matter of personal preference, so there will be different opinions on this. Just remember, what's in the mod is not the final word on this. So stay tuned . . . but be patient. If the aiming can't be destabilized in a proper way, you'll see the reload times go back up.

One other word on this, comparing what you think is realistic for you can be misleading. Few people know what they are capable of until they've had the crap drilled into them through lots of repetition.

Peace time dive times and war dive times were drastically different for the fleet boats. ROF fire for surfac ships increased dramatically from pre WWII practice to war time rates.

The first time we had a fire drill and I got my butt chewed off for taking too long to get the firehose deployed and pressurized from my compartment to the engine room, I thought the machinist mate on my case was asking the impossible- until I found out I was 45 seconds longer than the "record". Eventually, 2 of us broke that record.

We had a situation where we had problems that shut the reactor down inside the USSR's 200 mile territorial water claim. Two of us got the equipment replaced and the reactor back up in less than half the time it should have taken. We're talking about shaving HOURS off the time. But having an Alpha and an Soviet destroyer trying to pin us down everytime we got shallow enough to snorkel was also a great incentive (in state 4 seas, lost the diesel numerous times from water in the snorkel mast). plus when we were told battery power might not last and then we'd have to surface, the pace we reached was quite hectic. (Actually reversed the polarity on several cells of the battery by the time we got started back up.) We were not about to be the source of an international incident because an SSBN had to surface inside the 200 mile limit in a situation where we'd be caught by the soviet navy dong so. Just one more imperative to make us do what we would have told you was impossible before we started.

So comparing what we think we can do to what actually is possible can sometimes be comparing apples to oranges

Please be patient though, works been crazy. Spent 3 days this week working late at different locations where I went in to fix one or two problems with their control systems only to find out things were royally screwed. You can't walk away and leave half their plant limping along. Too many people out there these days that don't know what they're doing in the instrumentation, automation, and system controls business- especiallly in the field end. Causes some major headaches at times. Sometimes I'm surprised half this countries infrastuctire doesn't just up and quit.

Been in some similar circumstances and you are so right. Nothing builds up the self confidence more than having faced such a challenge and pushed it aside as well. Something no college could have ever given me.

Rip 08-20-08 02:00 AM

Are eight and nine rank levels removed with the mod? It seems my Chiefs at rank 7 won't gain experience as won't my LTs at rank 12. I am assuming this is because they are topped out for positions on the boat. Just wonder if the two ranks in between are even possible anymore?

LukeFF 08-20-08 03:24 AM

Quote:

Originally Posted by Rip
Are eight and nine rank levels removed with the mod? It seems my Chiefs at rank 7 won't gain experience as won't my LTs at rank 12. I am assuming this is because they are topped out for positions on the boat. Just wonder if the two ranks in between are even possible anymore?

Rank levels 8 and 9 (Senior Chief and Master Chief) have been removed, because they did not exist until the 1950s. Hence, CPO is the highest level the enlisted sailors can attain. They don't gain experience past this point, because it would be unrealistic to assume a captain could just promote a CPO right on the spot to Ensign.

Rip 08-21-08 03:27 AM

Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by Rip
Are eight and nine rank levels removed with the mod? It seems my Chiefs at rank 7 won't gain experience as won't my LTs at rank 12. I am assuming this is because they are topped out for positions on the boat. Just wonder if the two ranks in between are even possible anymore?

Rank levels 8 and 9 (Senior Chief and Master Chief) have been removed, because they did not exist until the 1950s. Hence, CPO is the highest level the enlisted sailors can attain. They don't gain experience past this point, because it would be unrealistic to assume a captain could just promote a CPO right on the spot to Ensign.

Cool, just wanted to make sure I was wasting my time trying to improve rank 7 and 12 personnel.

LukeFF 08-21-08 06:38 PM

New Gato conning tower configuration. One cool thing about this setup is that I am able to use some of the new crew animations added for the German boats with 1.5 (the guy in the back left uses one of these). Still seeing about adding a second sonarman for General Quarters:

http://img.photobucket.com/albums/v2...164006_734.jpg

In general, the conning tower at GQ will now have the following:
  1. Radarman
  2. Sonarman (possibly two in the future)
  3. XO at the plotting chart
  4. Officer at the TDC
  5. Fire Controlman at the torpedo launch panel

Brenjen 08-21-08 11:14 PM

Ah - Ha!
 
I just upgraded to SH4 V1.5 a day or two ago & lost my "comfortable" V1.4 + mods that I had grown accustomed to because they didn't work as stand alones in V1.5 (OakGrooves SI mods & the NSM4). I tried Trigger Maru Overhauled w/ RSRD TMO & the patches & it was just not right; don't know why as the exact same configuration on other peoples machines works great; anyway I decided to install RFB w/RSRD, NSM4 & ROW PE in an effort to see if A: I would like the look of the gauges etc (big pet peeve of mine is those stock cartoon gauges, dials & control panel....*yuck*) & B: if it would perform well; I need the automated targeting for now & that was one of the problems w/ TMO...it didn't work right on my machine.

Well A & B both came out pretty darned good! In fact I think I'll grow to really love this set-up once I begin a career & iron out a glitch or two. During my initial testing I had a few slight, a few moderate & a couple severe program hangs but CTRL+ALT+DEL got me out of the program & when I went back it was running again so it never completely crashed. I have to say BRA-VO to the folks who developed these mods; the words "fantastic experience" will be the norm from me in the future when referring to this set-up I have the feeling. Great job people! :up:

Brenjen 08-22-08 03:49 PM

Quote:

Originally Posted by swdw
You can get auto targeting back, you need to change your realism settings at the mission load screen or when in the office for a career.

Too many people get all pompous over stuff when that right there is all that needs said. I like RFB & TMO both but I'm no freakin' mathemetician & both mods did the same thing - silently revert gameplay options. I've clean installed SH4 + the u-boat add on & tried different combinations of V1.4 to V1.5 overlay with no luck; the whole time thinking there was a problem & it turns out it's just a bit of ego.:nope: A mention of the options thing in the read me/FAQ for us "lower life forms" would've saved me a lot of download time,install time & re-install time.

All the posts saying how folks like me should just play the vanilla version etc. makes all the hard work done non-gratis by the modders that I & others are so thankful for, seem...less special. Like we don't deserve to play the mod if we can't or don't have the time or patience to learn manual targeting.

/rant

EDIT: post #259 was a bit sarcastic in the tone but I thought this community was above the "this ain't Burger King" crap.

Fish40 08-22-08 04:13 PM

Quote:

Originally Posted by LukeFF
New Gato conning tower configuration. One cool thing about this setup is that I am able to use some of the new crew animations added for the German boats with 1.5 (the guy in the back left uses one of these). Still seeing about adding a second sonarman for General Quarters:

http://img.photobucket.com/albums/v2...164006_734.jpg

In general, the conning tower at GQ will now have the following:
  1. Radarman
  2. Sonarman (possibly two in the future)
  3. XO at the plotting chart
  4. Officer at the TDC
  5. Fire Controlman at the torpedo launch panel




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!

swdw 08-22-08 09:39 PM

Quote:

Originally Posted by Brenjen
A mention of the options thing in the read me/FAQ for us "lower life forms" would've saved me a lot of download time,install time & re-install time.

All the posts saying how folks like me should just play the vanilla version etc. makes all the hard work done non-gratis by the modders that I & others are so thankful for, seem...less special. Like we don't deserve to play the mod if we can't or don't have the time or patience to learn manual targeting.

/rant

Look at it from another viewpoint. Sometimes the modders are so busy working on testing and modifying changes that it doesn't leave much time for a complete writeup.

So you know, before this was posted, the RFB team decided to start working on a RFB "manual". This is a HUGE undertaking, but some of the testers who aren't modding have volunteered to step up and help put one together along with a couple of the people doing the modding.

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.


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