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

feld 09-05-08 08:01 PM

Quote:

Originally Posted by swdw
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.

@Nuc - Thanks!
@swds - I'd gathered that from a quick scan of the developer forum he pointed me at. I've gotten an account there and I'll be reading up some tonight to get an idea of where all this great work comes from and how I might be of use. I've got RL experience in subs but, perversely, just got into the SH series. So my dive time in a Type VII, Fleet, or S boat is pretty limited.

r/
feld

DeepIron 09-05-08 08:10 PM

Quote:

So my dive time in a Type VII, Fleet, or S boat is pretty limited...
We can fix that... Beta testers are always needed and appreciated... :up:;):cool:

feld 09-05-08 08:58 PM

Quote:

Originally Posted by swdw
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

Thanks for the heads up on Ducimus' findings. I'd overlooked them before because I thought they were a Fleet Boat specific issue. What happened to me was major bulkhead damage and flooding in the propulsion compartment. I guess the 14% hull damage I took was all the static hit points of the propulsion space. I'm going to start another career though in a sugar boat and see if I can get it to happen again because the symptoms I saw did not include any diesel damage. Anyway, clearly not an RFB issue so if I find anything interesting I'll post in the main Mod area. Thanks again!
r/
feld

Observer 09-05-08 09:38 PM

Quote:

Originally Posted by Rockin Robbins
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:

If you want to test the latest merchant ship damage models you'll have to install that mod because it's not included in what you currently have installed.

Falkirion 09-06-08 02:16 AM

Is my installation order correct? I'm unsure if RFB is running or not when I play SHIV.
http://i109.photobucket.com/albums/n...rion/help1.jpg

Rockin Robbins 09-06-08 06:56 AM

Yup, looks good except that a nice 1500 yard bearing plotter is already part of RFB. It's probably the same as what you have there. If you wanted to slide in the 3000 yard bearing plotter :hulk: that would make sense.

@observer--Thanks, I'll do that as soon as I return to port. In my first fifteen minutes of playing RFB, after cursing the unnecessary attack map nerfs (I have to apply heavy persuasion to institute the TMO attack map there. RFB went too far the other way, forgetting that the attack map is the analog to the tracking crew checking out the validity of the TDC against the plot. The attack map can't be used for that in RFB), I bagged an Atago for 9000 tons. Hitting an 18 knot target with Mark 10s is not for the faint of heart. The Atago blew up like a fireworks factory though and I'm looking forward to the new damage mod. I'm not giving up the tonnage though! Here's why your mod is so necessary:

http://i196.photobucket.com/albums/a...212355_960.jpg

Yeah, there's an Atago in there somewhere. Too much Hollywood, not enough real for Real Fleet Boat.

Brenjen 09-06-08 09:47 AM

Maybe you hit the magazine.

Rockin Robbins 09-06-08 12:07 PM

Surely something in there was a bit unstable. I'm going to check out the replay video to see exactly what happened.

punkmaster98 09-06-08 02:54 PM

the moment i got damage to my sub the characters inside the sub turned black or had black on them. whats wrong?

Orion2012 09-06-08 10:14 PM

Quote:

Originally Posted by punkmaster98
the moment i got damage to my sub the characters inside the sub turned black or had black on them. whats wrong?

They should turn red

punkmaster98 09-07-08 01:17 PM

deck gun crew
 
my deck gun crew slots don't show up. why?

Orion2012 09-07-08 02:04 PM

Quote:

Originally Posted by punkmaster98
my deck gun crew slots don't show up. why?

If you tryed adding a fore gun and had an aft deck gun, then the slots may disappear, unsure why.

BooBooLovesAll 09-07-08 05:32 PM

Every torpedo I launch, results in the torpedo being far underneath the bottom of the ship.

Even when I set the depth for under 5, its still way to low.

Is there a trick to this?

Orion2012 09-07-08 09:19 PM

Quote:

Originally Posted by BooBooLovesAll
Every torpedo I launch, results in the torpedo being far underneath the bottom of the ship.

Even when I set the depth for under 5, its still way to low.

Is there a trick to this?

If your using the "L" key to mark the target, the depth will be reset.

Also the maxium depth rate error is 10 feet, so if the ship's draft dosen't exceed 15feet you could still miss.

BooBooLovesAll 09-07-08 09:42 PM

Quote:

Originally Posted by Orion2012
Quote:

Originally Posted by BooBooLovesAll
Every torpedo I launch, results in the torpedo being far underneath the bottom of the ship.

Even when I set the depth for under 5, its still way to low.

Is there a trick to this?

If your using the "L" key to mark the target, the depth will be reset.

Also the maxium depth rate error is 10 feet, so if the ship's draft dosen't exceed 15feet you could still miss.

Yeah, I noticed that about the "locking" key, I don't use it.

It was a huge cruiser, I think the draft was 18 or 19?


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