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

Fincuan 08-28-08 06:40 AM

Quote:

Originally Posted by vespernz
I put 200 shells into a sampan today, didnt sink it.

:lol:

I bet the sampan crew had at least a major headache after that. What comes to your question, I don't know for sure. Might be NSM <-> RFB "conflicting" a little, or just because RFB lowers the deck gun's effectiveness quite a lot. You absolutely have to hit at the waterline or below it. If you're hitting anywhere else you're wasting ammo, since NSM gives the ships so many hitpoints they can only be sunk via flooding or a critical hit(keel, fuel, ammo, etc.). Also sometimes getting it right for the bigger ships might break something for the smaller ones. If you ever hit a trawler or a sampan with a torpedo you'll know exactly what I'm talking about.

vespernz 08-28-08 08:07 AM

Quote:

Originally Posted by Fincuan
Quote:

Originally Posted by vespernz
I put 200 shells into a sampan today, didnt sink it.

:lol:

I bet the sampan crew had at least a major headache after that. What comes to your question, I don't know for sure. Might be NSM <-> RFB "conflicting" a little, or just because RFB lowers the deck gun's effectiveness quite a lot. You absolutely have to hit at the waterline or below it. If you're hitting anywhere else you're wasting ammo, since NSM gives the ships so many hitpoints they can only be sunk via flooding or a critical hit(keel, fuel, ammo, etc.). Also sometimes getting it right for the bigger ships might break something for the smaller ones. If you ever hit a trawler or a sampan with a torpedo you'll know exactly what I'm talking about.

So I absoltely have to hit the waterline or under if I want any chance at sinking something with the deckgun.

Edit: another test, took on a medium merc that had a deck gun also, he managed to sink me, before I sank him, haha.

banjo 08-28-08 09:40 AM

The crew being on watch outside the sub at depth happens in TMO too. Must be a 1.5 bug, not a mod.

LukeFF 08-28-08 08:33 PM

Quote:

Originally Posted by IronPerch
Ok. That helps out a bit. So do you recommend to use metric units for avoiding this kind of problems? I think i have to do some coversion work with the map tools, but if it can be done with math (not by quessing) thats fine for me. Or what is the dev-team's official recommendation? I also noticed that multiplying the reported sonar ranges by 1.6 (or 1.7?) gives acceptable readings for long range contacts.

My method is to just use the 3D interface myself if I want the sonar's estimated range to the contact. That way, if it's beyond 5000 yards I'm not "cheating," since the AI apparently doesn't adhere to that range restriction. Sounds like you have a good method there, too.

Quote:

...a bug reprort: last night i noticed that my deck watch stayed on deck after i submerged and they were standing tall even in 250 feet depth. Changing camera angle or place (map, command tower) didn't help. I saved and restarted the game and after loading the saved game the deck watch had gone inside the ship :D. No problems, but just for a note.
Yeah, that's one of those bugs that's been around since SH3. Comes and goes like the tide, it seems. :D

vespernz 08-28-08 09:02 PM

Quote:

...a bug reprort: last night i noticed that my deck watch stayed on deck after i submerged and they were standing tall even in 250 feet depth. Changing camera angle or place (map, command tower) didn't help. I saved and restarted the game and after loading the saved game the deck watch had gone inside the ship :D. No problems, but just for a note.
Yeah, that's one of those bugs that's been around since SH3. Comes and goes like the tide, it seems. :D[/quote]

I fixed this by installing the mods in the correct order.
However if you did this and it still persists, i dont know sorry.

Orion2012 08-28-08 10:14 PM

Quote:

Originally Posted by vespernz
Quote:

...a bug reprort: last night i noticed that my deck watch stayed on deck after i submerged and they were standing tall even in 250 feet depth. Changing camera angle or place (map, command tower) didn't help. I saved and restarted the game and after loading the saved game the deck watch had gone inside the ship :D. No problems, but just for a note.
Yeah, that's one of those bugs that's been around since SH3. Comes and goes like the tide, it seems. :D

I fixed this by installing the mods in the correct order.
However if you did this and it still persists, i dont know sorry.[/quote]

Seems to occur whenever I Alt+Tab out of the game.

IronPerch 08-29-08 12:09 AM

Quote:

Originally Posted by Orion2012
Seems to occur whenever I Alt+Tab out of the game.

I did that couple of times, so there's the reason. Thanks! Otherwise the RFB works fine and keeps amazing me all the time :up:

Quote:

Originally Posted by LukeFF
That way, if it's beyond 5000 yards I'm not "cheating," since the AI apparently doesn't adhere to that range restriction.

I also like to play the realistic way (:|\\ ), so i think i'll adapt your method.

LukeFF 08-29-08 01:14 AM

Hey guys, need to ask you something:

I know everyone likes the free roaming feature in the interior, but it is fraught with bugs, as many of you have probably seen (players end up in a black or green screen, often with no way to get back to where they were). What is most likely the best compromise agreement I could make to get this feature working is to enable the keyboard command for free-roaming, so the player can still roam through the interior as they see fit. I haven't tested it yet, but I'm sure free roaming by default can and will still work for the bridge.

I love the free-roaming feature as much as anyone else, but I'd rather have the interiors working correctly all of the time than to have a player be hit with a bug because he clicked his mouse in the "wrong" place. It's not like we'd be removing free-roaming entirely, either; rather, it would just be modified a bit. How does all this sound?

The General 08-29-08 01:23 AM

I concur.

IronPerch 08-29-08 03:08 AM

Free camera type of solution would be fine -> Hit a button if you wan't to get in the mood roaming the interrior, but maintain your position during the action :up:

Also it would be nice to have General Quarters (Battlestations?) command mapped to keyboard (e.g. B like in TMO). -> "Sir, destroyer, Bearing 010!, Moving Fast! Closing!" "Emergency dive! General Quarters!" not "Emergency dive... where's the damn CQ-button..." ;)

Orion2012 08-29-08 03:24 AM

A Button for free roam would be fine.

Nisgeis 08-29-08 03:46 AM

Quote:

Originally Posted by LukeFF
I know everyone likes the free roaming feature in the interior, but it is fraught with bugs, as many of you have probably seen (players end up in a black or green screen, often with no way to get back to where they were).

I don't know if this would work, but have you tried adding the TerrainCollider controller to the internal free camera? It may stop you moving through the hull.

LukeFF 08-29-08 05:03 AM

Quote:

Originally Posted by Nisgeis
I don't know if this would work, but have you tried adding the TerrainCollider controller to the internal free camera? It may stop you moving through the hull.

I have seen it work with the internal objects but haven't tested it with the walls yet. However, the problem will still be there of screens going black after backing out from the hydrophone and sonar displays.

Nisgeis 08-29-08 05:16 AM

Quote:

Originally Posted by LukeFF
However, the problem will still be there of screens going black after backing out from the hydrophone and sonar displays.

Hmmm, is that where it says 'Camera Out of sectors'?

swdw 08-29-08 08:50 AM

Quote:

Originally Posted by vespernz
Question regarding a possible RFB bug.
Installed mods are in this order:

NSM
PE (or W_Clear environment mod)
RFB
RSRDC_RFBv15_v395_RC5
RSRDC_V395_Patch 4
RSRDC_AuxGB_Fix

They are all up to date, fresh SH4 install.

My question being, my deckgun does minimal damage. Im not fussed about the reload times, thats fine and inline with realisim, however I ran a test today, I put 200 shells into a sampan today, didnt sink it.
Thinking this was strange, however dismissed it.
Later I came across a Medium merc ship, missed my torp shots, thought id try take it down with the deck gun, 150 shells later (into all areas of the ship) and it had a small fire.

Can someone please elaborate as to what might be going wrong?

NSM is causing the problems with the Sampans.

Since this comes up occasionally, a note about gun damage.

The gun damage for RFB has been scaled down from the stock version. In reality, the deck gun was used to finish off an already damaged target. Sinking a target with the deck gun exclusively was only done against smaller targets like sub chasers, sampans, small minesweepers, and other auxiliary vessels.

There is a slight possibility that you might be able to sink an undamaged small freighter with the deck gun, but it will use up pretty much every bit of ammo you have. Depending on how badly damaged a medium freighter is, it may take as many as 100 shells to finish it off. This falls in line with a lot of research that Beery did, and with reading that I've done to.

This being said, let's look at the problem you are having with sinking the sampan. Because of the adjusted damage values for the shells and RFB, hit points for small vessels like the sampan were adjusted down so their behavior was in line with the damage values assigned to the shells. NSM and other mods that replace the units that come with RFB did not have these adjusted values. Because of this, you might think you're trying to sink a battleship when you're using the deck gun:doh:

Because of some of the problems using RFB with NSM, in some of the issues with NSM in itself, Observer and others are working on future releases of RFB having its own damage model similar to NSM built into the mod.


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