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lurker_hlb3 10-27-08 05:03 PM

Quote:

Originally Posted by banjo
I have just expereienced the losing lock problem. In an S-42, night, clear skies, excellent visability. Facing almost due north with a medium composite frieghter at a bearing of 320 degrees moving at 8 knots to my front. Ship is approx 750 yards. I have played this scenario 4 times. I get lock and maintain it until the ship reaches about 340 degrees (20 degrees off my port side) then the triangle disappears. By pressing L I can get it to reappear over an over but only for a second each time.

This is not a problem

from the RFB Manual


Quote:

During testing of RFB 1.52 and operational game play of Operation Monsun Patch 3 and above, a visual detection issue with stock Silent Hunter 4 was discovered. Under a defined set of conditions, the game will consistently fail to report certain ships within visual range even though the player can see these ships. There may be cases where the player’s submarine is within 1000 yards / meters of a contact without the game generating a visual contact report. The causes of this issue are as follows:

  • 1. The values used in the “Visual” section of Sensors.cfg
    2. The true position of the ship from the Sub
    3. The date of the mission
    4. The latitude and longitude of the player’s submarine

    What does this mean to the user?

    If you are in the Northern Hemisphere (Latitude 25 degrees north or above) in the winter (November, December January), the game may not generate the ship/s location on the navigation and attack maps. The periscope’s ability to stay locked on a ship that is located clockwise from approximately bearing 280 true to bearing 050 true from the sub will be reduced to short periods of around 20 seconds before disconnecting. Once the ship in question moves south of the sub’s position the game will then allow unaffected auto TDC lock. It should be noted that the further north you go, the larger the non-detection area becomes. However, if you are in the same location in the summer (May, June, and July) you may not see this issue at all.

    If you are on the equator you will see all contacts no matter what the date is.

    If you are in the Southern Hemisphere, the reverse of the effect in the Northern Hemisphere applies in the winter (latitude 25 degrees south or below). From June to August the game may not generate a ship’s given location on the navigation and attack maps. The periscope’s ability to stay locked on a ship that is located clockwise from bearing 110 true to bearing 250 true from the sub will be reduced to the above-mentioned period of approximately 20 seconds. Once the ship in question moves north of the sub’s position the system will then allow unaffected auto TDC lock. It should be noted that the further south you go the larger the non-detection area becomes. In addition, as with the Northern Hemisphere if you are in the same location in the summer (November, December, and January) you may not see this issue at all.

    With the addition of the NYGM AI Visual Sensor Mod and Submarine Visual Sensor Mod, this issue has been significantly magnified. Therefore, the player will have to act like a real captain and actually look through the periscope and conduct 360-degree scans to confirm the location and/or number of the ships instead of having all ships instantly and magically appear in real time. The NYGM Submarine Visual Sensor Mod's unintended result of reducing the real time satellite ability of the submarine AI to display the ships on your navigation map down to the meter/yard and the degree of ships the player doesn't even know are there adds to the “realistic uncertainty” of RFB’s game play. When using Silent Hunter 4’s “automatic targeting” option, the player will still have to work for every sinking, which is another selling point for those who want the auto TDC but disliked its 1000% accuracy.


banjo 10-27-08 05:35 PM

Yes, I saw that--can't say I really understood it but I saw it. Interestingly, I followed the merchie and after a bit he returned to the original couse, SE. Now I was positioned on the north side of him facing south. He was approaching now from my right toward center. I established lock way out and never lost it. Put two more torpedos into him. As near as I can tell the visibility had not changed--only my heading. If this is a factor of the game as the manual says it seems odd that no previous version of the game nor any previous mod inlcuding RFB were plagued by this. At least I never saw it.

AVGWarhawk 10-27-08 05:50 PM

Quote:

Originally Posted by banjo
Yes, I saw that--can't say I really understood it but I saw it. Interestingly, I followed the merchie and after a bit he returned to the original couse, SE. Now I was positioned on the north side of him facing south. He was approaching now from my right toward center. I established lock way out and never lost it. Put two more torpedos into him. As near as I can tell the visibility had not changed--only my heading. If this is a factor of the game as the manual says it seems odd that no previous version of the game nor any previous mod inlcuding RFB were plagued by this. At least I never saw it.

That is an interesting find Lurker and Banjo. It follows that strange timeline deal with the torpedo tracks? I have experienced this in previous RFB releases but just chalked it up to fog creating poor lock. It just seemed to be a bit of realism for me and did not go any further with it.

lurker_hlb3 10-27-08 05:56 PM

Quote:

Originally Posted by banjo
If this is a factor of the game as the manual says it seems odd that no previous version of the game nor any previous mod inlcuding RFB were plagued by this. At least I never saw it.

I have personal seen this myself with a "stock setup" when I was doing some unit level testing for both OM & RSRDC. If your subs is on the far north ( Bering Sea ) or the far south ( near the southern end of South America ) you will see it. Since the "majority" of gameplay is between Latitude 30N & 30S you will never see the problem, but take my word it's there.

FYI

Once you get uses to it, game play is a lot more interesting

Georg_Unterberg 10-27-08 06:06 PM

Please, can someone help me with my RFB 1.52 map. The sea color chart is messed up and I don't know why. Please look at the images 1 (Stock 1.5)
and 2 (RFB 1.52)

Image 1:
http://img367.imageshack.us/img367/5...ck15mapyt4.jpg
http://img367.imageshack.us/img367/s...jpg/1/w800.png


Image 2:
http://img376.imageshack.us/img376/2...b152mapji0.jpg
http://img376.imageshack.us/img376/s...jpg/1/w800.png

banjo 10-27-08 06:12 PM

Okay, I'll deal with it. This happened to me near the Bismark Sea. Didn't notice the lat/long. Thanks all.

The Old Ferenczy 10-27-08 06:24 PM

I was just about to ask the same thing...

1. Map is vastly changed...is this intentional?

2. Sighting Ranges are shorter than previous version....9000 now vs 14000 (or more) before ...intentional?

The General 10-27-08 06:36 PM

I have uninstalled RFB 1.52 anrd reverted to Stock + PE4. A disapointment :cry:

lurker_hlb3 10-27-08 06:55 PM

Quote:

Originally Posted by The General
A disapointment :cry:

I disagree with this statement

spike12 10-27-08 07:44 PM

Lessee;
Don't like the new map,:nope:
Ships are too tough (had to use S3D to soup-up the torps):damn:
And what's this about Hogan's Ally?
Feels like that RFB has taken a step backwards,But that's just me though.

Orion2012 10-27-08 07:45 PM

The map color changes are intentional and designed to mimick the type of map used for naval plotting given the limitations within the game engine.

Quote:

Originally Posted by spike12
Lessee;
Don't like the new map,:nope:
Ships are too tough (had to use S3D to soup-up the torps):damn:
And what's this about Hogan's Ally?
Feels like that RFB has taken a step backwards,But that's just me though.

Ships can now only be sunk by causing the ships to flood. You must strike different compartments in order to cause the ship to flood and sink. The lower on the haul you strike the faster it will flood. HP damage is no longer a factor meaning increasing the damage they cause may still lead to slow sinking if the damage isnt spread between compartments.

Hogan's Alley is for the remaining crew watch after the officers are placed in the conning tower.
This is to "rig for depth charging" the way the damage models have been changed would cause the crew to be killed or injured even though they are off duty the game engine sees them as being on the bridege and therefore exposed to depth charging.

Quagmire 10-27-08 08:46 PM

Quote:

Originally Posted by Orion2012
Edit: In regards to the diving below 450, I will post here when I have an answer :)

Thanks for looking into it dude! Ducimus got us below 450 ft by setting the radar depth to something crazy like 800 ft. You had to stop the dive with the "A" key to level off at 550 ft as an example.

On a greater point, did Ducimus not allow you guys to incorporate some of the great fixes he came up with in RFB? Along with the deep dive fix he fixed the angle when diving and also added some cool buttons on the conning tower wall. I used the General Quarters button all the time.

In a perfect world I would just add the great work you guys did with the sub damage model plus the ship damage model to TMO. That is really all it was lacking.

Just my two cents though. Thanks for all the hard work.
.

Fish40 10-27-08 08:59 PM

Is it me or is the horizontal centerline of the scopes missing? :hmm:

cgjimeneza 10-27-08 10:04 PM

stronger torps
 
Quote:

Originally Posted by spike12
Lessee;
Don't like the new map,:nope:
Ships are too tough (had to use S3D to soup-up the torps):damn:
And what's this about Hogan's Ally?
Feels like that RFB has taken a step backwards,But that's just me though.

what file did you change in S3D??? and to what values??? with this armored ships a bit of a stronger warhead is needed

LukeFF 10-27-08 10:42 PM

Quote:

Originally Posted by Quagmire
Yeah I tried that. Ducimus had "SHIFT-D" set to 800 ft or something like that so you could dive past 450 ft. "SHIFT-D" now takes you to 38 ft which is radar depth.

The semicolon key should take your boat to radar depth (it's just the "snorkel depth" command re-named).

LukeFF 10-27-08 10:53 PM

Quote:

Originally Posted by chris455
Would you happen to know if there is a specific filename that governs the bearing dial? I have manged only to be able to change the scope screen and aperture, but the actual dial remains tiny :oops:

Bearing.dds in /Data/Menu/Gui.

Quagmire 10-27-08 10:54 PM

Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by Quagmire
Yeah I tried that. Ducimus had "SHIFT-D" set to 800 ft or something like that so you could dive past 450 ft. "SHIFT-D" now takes you to 38 ft which is radar depth.

The semicolon key should take your boat to radar depth (it's just the "snorkel depth" command re-named).

Thats the problem. Radar depth only takes you to 38 feet. How do we dive past 450 ft?
.

LukeFF 10-27-08 10:59 PM

Quote:

Originally Posted by Fish40
A question about the fans though. I just started in a Balao in Jan/44 leaving Midway. I only see one of the fans operating. The fan above the planesmen is not spinning. Don't know if thats correct or not, but no biggie. Thanks for your and the teams efforts on a fantastic mod!:up:

We decided to leave one fan static in that control room, like we also did with the other interior models (except the S boats, since there is only one fan in the control room).

LukeFF 10-27-08 11:04 PM

Quote:

Originally Posted by banjo
I have been expermenting with the sub and reading the manual, but I don't fully understand the Hogan's Alley thing. I noticed that if I do nothing with the crew and submerge they automatically vacate the bridge and, I guess, move into the sub as in previous mods. So why am I advised in the manual to manually move the officer to the conning tower and the crew into Hogan's Alley? What's the difference?

As is written in the manual, ;) even though it looks like the off-duty crew is below decks, the reality is that the game's code simply shows them as being inactive for that compartment. They do not move anywhere else when off-duty. In other words, a crewman stays in his assigned compartment at all times until moved by the player, regardless of whether or not they are on duty. In order for the new submarine damage model to work, we had to create "Hogan's Alley" so the player could truly move the bridge crew below decks when submerged. But, I am writing too much here. It's all explained in the manual. ;)

LukeFF 10-27-08 11:13 PM

Quote:

Originally Posted by Georg_Unterberg
Please, can someone help me with my RFB 1.52 map. The sea color chart is messed up and I don't know why. Please look at the images 1 (Stock 1.5)
and 2 (RFB 1.52)

It's historically correct, and we specifically asked Nisgeis to create it this way:

http://img.photobucket.com/albums/v2...Norway1945.jpg

That's a 1945 Kriegsmarine map of the Norwegian coast. Light blue water is deep water, dark blue is shallow.


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