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

Philogogus 09-02-08 04:17 PM

Quote:

Well you answered the questions I had for you in your last paragraph. I now run two installs with RFB 1.5 and if I were to see that form of behaviour in my installs I would suspect a "broken" RFB 1.5.

Now if you start up SH41.5 stock it will run single missions and careers without a problem? If so could it be that JSGME is not installed correctly or somehow broken? I am going to defer to someone else and see if they can help you. This is very odd indeed.

Any other mods that you are running on top of RFB? Screenie of the activated mod list would be helpful.

Happy Hunting!
I appreciate the quick reply. As of now, the only mod running is RFB_v1.51_062308. Nothing else.

Here is another problem... when I uninstall the mod (on either of my computers) it corrupts the SH4 installation. Whenever I try to start a career, I CTD. When I reinstall the mod, I can start the career... but with the 'fore-mentioned problems.

swdw 09-02-08 05:26 PM

Quote:

Originally Posted by Brenjen
I've noticed even with the mods in the correct order that; though the crew isn't seen on watch while submerged, if I have a dedicated crew for the AA & deck guns, they will be killed or severely injured during depth charge attacks. Even attacks that otherwise do no damage, my AA crewman will be injured & oddly enough it's the guy in the 2nd position that takes the brunt of it 100% of the time. It's like the damage model part of the program thinks that they are still on deck & assigns injuries accordingly.

This has to do with the way the SH4 game engine handles damage. A workaround is being developed for 1.52 in order to bypass this problem.

For now, before you make a submerged attack where escorts are present, move all AA and deckgun crew members to the DC team or other empty slots.

swdw 09-02-08 05:31 PM

Quote:

Originally Posted by Philogogus
I appreciate the quick reply. As of now, the only mod running is RFB_v1.51_062308. Nothing else.

Here is another problem... when I uninstall the mod (on either of my computers) it corrupts the SH4 installation. Whenever I try to start a career, I CTD. When I reinstall the mod, I can start the career... but with the 'fore-mentioned problems.

When you uninstalled, did you ensure the My Documents\SH4 folder is deleted? If not delete it. Also make sure the folder the game installed to is deleted. Anything left behind can leave problems intact after a reinstall.

Did you initially install RFB and then try to play a saved campaign? This will sometimes cause problems whether it's TMO, RFB, RSRD, or other major mods.

Brenjen 09-03-08 08:30 AM

Quote:

Originally Posted by swdw
Quote:

Originally Posted by Brenjen
I've noticed even with the mods in the correct order that; though the crew isn't seen on watch while submerged, if I have a dedicated crew for the AA & deck guns, they will be killed or severely injured during depth charge attacks. Even attacks that otherwise do no damage, my AA crewman will be injured & oddly enough it's the guy in the 2nd position that takes the brunt of it 100% of the time. It's like the damage model part of the program thinks that they are still on deck & assigns injuries accordingly.

This has to do with the way the SH4 game engine handles damage. A workaround is being developed for 1.52 in order to bypass this problem.

For now, before you make a submerged attack where escorts are present, move all AA and deckgun crew members to the DC team or other empty slots.

Well I'm happy with the knowledge that I'm not crazy & it really is happening. I have dedicated gun & damage control crews so there aren't any open spaces. My swabbies will just have to hold their breath, hang on & pray for the best. :lol: I save my game frequently anyway, I'm in the process of learning manual targeting & playing on 100% realism with this career for the first time; so if they croak & the boat sinks (which usually happens if they get hurt that bad) I can go back & try again lol

LukeFF 09-03-08 04:25 PM

Quote:

Originally Posted by Brenjen
I have dedicated gun & damage control crews so there aren't any open spaces.

The slots for the gun crews are NOT designed for dedicated, full-time slots. Save those positions for your gunners and torpedomen. Filling the gun slots with low-ranking seamen will do nothing to improve the efficiency of your guns.

AVGWarhawk 09-03-08 09:20 PM

Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by Brenjen
I have dedicated gun & damage control crews so there aren't any open spaces.

The slots for the gun crews are NOT designed for dedicated, full-time slots. Save those positions for your gunners and torpedomen. Filling the gun slots with low-ranking seamen will do nothing to improve the efficiency of your guns.

Definitely plan on using your gunners and torpedomen in this postion. They will load faster. Stuff the lower ranking men in the torpedo room while the gunners and torpedomen do their thing topside. They may not load fast but they are still loading the torpedoes.

LukeFF 09-04-08 06:54 AM

New maps for the Type IX control room:

http://img.photobucket.com/albums/v2...033049_593.jpg

A little bit of re-mapping the textures, plus some great historical Kriegsmarine maps made this possible. The map on the right is of the north Atlantic, and the one on the left is of the coast of West Africa (Congo region). Figured these two were the most appropriate, given that Type IXs were known to roam down the coast of Africa.

Brenjen 09-04-08 11:33 AM

Quote:

Originally Posted by AVGWarhawk
Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by Brenjen
I have dedicated gun & damage control crews so there aren't any open spaces.

The slots for the gun crews are NOT designed for dedicated, full-time slots. Save those positions for your gunners and torpedomen. Filling the gun slots with low-ranking seamen will do nothing to improve the efficiency of your guns.

Definitely plan on using your gunners and torpedomen in this postion. They will load faster. Stuff the lower ranking men in the torpedo room while the gunners and torpedomen do their thing topside. They may not load fast but they are still loading the torpedoes.

I generally gun for myself. I have a habit of forgetting to change the positions back around when I leave the gun crews & damage control open & change them around. When I have the slots full; it's all good. I dive when air cons approach & only deck gun unarmed merchies; I never miss where the gun crews always miss some of the shots so that saves ammo.

Then after I get untold bunches of dive officers/specialists (whatever they're called) I swap them out for the swabbies in my gun sections & add new low ability swabs into the gun slots. I swear I have 15 or more dive specialists. If one of you kind people has a good write up on how to manage the crew more efficiently I'd like to read it.....seriously.:yep:

feld 09-04-08 08:16 PM

Update on charging
 
I posted a few days ago about what I thought of as a strange damage bug. Writing because I was mistaken about something: I cannot charge batteries (I thought I could). Still: I'm just about certain that I took no diesel damage and damage analyzer doesn't show any relevant damage. Does RFB change anything in the damage model that could account for this behavior? Particularly in an S-boat? Thanks for any help you guys can provide.

r/
feld

swdw 09-04-08 11:28 PM

Now that you can't charge batteries, what you've run into is part of the stock damage model SH4. Same thing will happen in TMO because of this. Ducimus figured out the cause of this, but I can't remember what it was right now.:damn: I'm not sure if there's a fix for this as the real damage experts are working on the new sub damage model, and they're way over my head in what they know.

You're previous post had me baffled as I'd never heard of anyone being able to do that before.:o

Brenjen 09-05-08 09:05 AM

Is there a known bug where ships will appear on radar & the outline of the hull can be seen, you can hit them with your sub & even deck gun fire, but the ship itself is essentially invisible?

When it happened I could only see the outline of the merchie's hull (two different ships separated by about 3 nm) in rain or when the deck gun shell exploded against it & the mist/smoke made a ghostly image of the upper decks visible for a second. I saved the game while my bow was parked against one at Tarawa during a recon if anyone wants to know more I can post up screen shots or dates etc.

If it is a known bug I didn't know about it; my sincere apologies. I searched & found dancing Easter eggs & the Flying Dutchman but nothing on this.

feld 09-05-08 10:24 AM

Quote:

Originally Posted by swdw
:damn: I'm not sure if there's a fix for this as the real damage experts are working on the new sub damage model, and they're way over my head in what they know.

Do you known if they need any real world experience and who I can talk to? I've never served in a Fleet boat but I'm at 12 years in the submarine Force and counting. Sound powered phones, battle lanterns, and patches haven't changed that much...

R/
feld

Nuc 09-05-08 10:55 AM

Quote:

Originally Posted by feld
Do you known if they need any real world experience and who I can talk to? I've never served in a Fleet boat but I'm at 12 years in the submarine Force and counting. Sound powered phones, battle lanterns, and patches haven't changed that much...

R/
feld

The RFB team and other members at http://forum.kickinbak.com/index.php include several former submariners (including swdw) both modding and some just testing and providing some tech background. Feel free to stop by.

swdw 09-05-08 04:38 PM

Quote:

Originally Posted by feld
Quote:

Originally Posted by swdw
:damn: I'm not sure if there's a fix for this as the real damage experts are working on the new sub damage model, and they're way over my head in what they know.

Do you known if they need any real world experience and who I can talk to? I've never served in a Fleet boat but I'm at 12 years in the submarine Force and counting. Sound powered phones, battle lanterns, and patches haven't changed that much...

R/
feld

We always take help from people willing to lend a hand.

Like Nuc said, I was a bubblehead too. What's way over my head is the reading of the zone files. I haven't had time to learn much in that area as most of my work has seemed to land in the sub / ship performance, torpedo testing areas.

And BTW, Nuc didn't fess up, but he's an ex submarine qualified officer.

Rockin Robbins 09-05-08 06:32 PM

OK guys, I've finally taken the plunge and assembled a full RFB installation of SH4UBM. Just posting my basic mod setup for checkout purposes:
http://i196.photobucket.com/albums/a...tall090508.jpg
To start out with I'm not running OP Monsun (you can see I have an outdated version going there anyway, or my alternate key bindings to bring TMO keys into the game plus shift-i for identify target. I want to get a feel for how RFB is intended to be first before I customize the keyboard layout. I even left out the clickable TDC range dial I love to use. Time to fire it up!:up:


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