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

Kruger 10-29-08 10:02 AM

Great, can anyone give a link to it ? I tried the search function.

Orion2012 10-29-08 11:14 AM

Quote:

Originally Posted by Kruger
Great, can anyone give a link to it ? I tried the search function.

I'll look for the link if I can't find one i'll see if i can get permission to host it myself.

http://www.subsim.com/radioroom/show...ic+environment

Its under optional downloads in the first post.

Kruger 10-29-08 12:44 PM

Thank you, but the download link doesn't seem to work anymore for the ROW Sound mod version 9 here:

kwbgjh2 10-29-08 01:46 PM

No that i have completed my first mission whith this this beautiful mod here is my summary:

You have done a real great work to amplify the game's challenges. :up::up:

I have only ONE point of criticism on the new damage model, and that is the the drive propulsion of the merchants.

Look at this pictures:

http://img353.imageshack.us/img353/2521/sh1on2.jpg

I hit this guy targetted with the dick O'Kane method (and it was christmas and easter on one day, 6 shots and 6 impacts, NO DUD)

See the result underwater:

http://img147.imageshack.us/img147/3419/hh2np8.jpg


BUT....:damn::damn: i measured the merchant before firing about 12 knots. I gave him six strikes and absolutly unimpressed it steamed away with 10 knots.

I am really ok with the long sinking time... but round about 1800 kg Torpex and no abrasion, breach or any else damage to the propulsion system?

2 game weeks later a nearly like adventure. At best weather another sight of merchant. Trying to come infront of him he discovered me. Speed slowed down from 12 knots to 6 knots and it started to zigzagging. But i got him. Again six fish. 4 Impact, 2 dudes. And... the merchant accelareted to 12 knots and forced me to surface just to follow him.

Under this conditions i will never attack a guarded convoy. That would be suicide.

Rockin Robbins 10-29-08 02:15 PM

Quote:

Originally Posted by Arclight
Quote:

Originally Posted by Rockin Robbins
Arclight, those three hits are too close together. Spread out they would sink the ship. But the way you did it you leave major compartments intact on both ends of the ship. That leaves the ship properly able to steam away. That is not a defect, but the glory of the new damage model.

Spread your hits out along the length of the ship and you will have much better results.

:huh:
1 below the fore mast, 1 below the bridge, 1 in the engine rooms and 1 below the aft mast. I thought that was d**n near perfect. You yourself always say you aim for the masts and midships, or am I missing something? :-?

Don't get me wrong, I wasn't complaining about the modeling. I chalk it up to the Mark 10s, I've switched to a fleetboat now and the Mark 14s don't leave much afloat when spaced like that. ;)

I changed my mind. It looks like the three clustered hits are basically good for two compartments and the hit aft should be good for a third. Seems like that should sink the ship. The other post about a similar ship with six hits steaming away is also problematic. This stuff will need some fine tuning. You wouldn't believe how complex a sinking mod is. Each and every type of vessel has to be individually tuned and tested. These guys have a thread 458 posts long on the design and testing of the target damage system only.

I wonder if the Mark 10s ARE the explanation. My experience with Mark 10s so far mirrors yours. They seem noticeably less effective than the Mark 14s I'm used to.

I hereby dub all you guys guinea pigs. Don't squeal when you're stuck!http://i196.photobucket.com/albums/a...eys/giggle.gif

ustahl 10-29-08 03:30 PM

Quote:

Originally Posted by Orion2012
Your looking at incompatibility problems between the files both mods have made changes to. If you enable PE4 first then RFB1.52 everything in RFB will work correctly but some files of PE4 may not and vice-versa.

Working off a clean SH4 1.5 with no previous mods, I get those flickering issues with only either RFB 1.50 or RFB 1.52 installed, i.e. each time there is only one single mod (RFB) installed, no other mod. With RFB 1.50 the superstructure flickering in periscope view is moderate, with RFB 1.52 the flickering is heavy, ugly.
When I install PE4 1st and RFB 1.52 (with PE4 included) on top:nope:, I get the heavy flickering, obviously caused by RFB 1.52 as last mod. There's no point anyway to run these two mods in this sequence, as RFB 1.52 overruns PE4. When putting RFB 1.52 1st and PE4 on top the flickering is gone.

It seems somewhat strange to enable PE4 two times (1st as part of RFB 1.52 and 2nd on its own) in order to get rid of the flicker. Also, putting Environment 5.0 (instead of PE4) on top of RFB 1.52 fixes the flickering.
That's what I tried to clarify by the list in my previous posting #1701.

This leads me to conclude that somehow the incorporated PE4 portion in RFB 1.52 works differently than PE4 standalone, at least for me on this flickering issue.
Maybe Luke can shed some light on this?:hmm:

Orion2012 10-29-08 03:49 PM

Quote:

Originally Posted by ustahl
Quote:

Originally Posted by Orion2012
Your looking at incompatibility problems between the files both mods have made changes to. If you enable PE4 first then RFB1.52 everything in RFB will work correctly but some files of PE4 may not and vice-versa.

Working off a clean SH4 1.5 with no previous mods, I get those flickering issues with only either RFB 1.50 or RFB 1.52 installed, i.e. each time there is only one single mod (RFB) installed, no other mod. With RFB 1.50 the superstructure flickering in periscope view is moderate, with RFB 1.52 the flickering is heavy, ugly.
When I install PE4 1st and RFB 1.52 (with PE4 included) on top:nope:, I get the heavy flickering, obviously caused by RFB 1.52 as last mod. There's no point anyway to run these two mods in this sequence, as RFB 1.52 overruns PE4. When putting RFB 1.52 1st and PE4 on top the flickering is gone.

It seems somewhat strange to enable PE4 two times (1st as part of RFB 1.52 and 2nd on its own) in order to get rid of the flicker. Also, putting Environment 5.0 (instead of PE4) on top of RFB 1.52 fixes the flickering.
That's what I tried to clarify by the list in my previous posting #1701.

This leads me to conclude that somehow the incorporated PE4 portion in RFB 1.52 works differently than PE4 standalone, at least for me on this flickering issue.
Maybe Luke can shed some light on this?:hmm:

Out of curiosity does the flickering appear when your not looking through the scope, tbt, binoculars? Also, do the ships flicker in the museum??

Hopefully Luke will have a better answer, my other post was strickly in regards to enabling PE4 and RFB may cause unwanted side-effects besides the flickering.

spike12 10-29-08 04:38 PM

Went out on a patrol in my type 7b u-boot and came across a 5k ton Danish freighter (old composite merchant) so I decided to give it a two torp salvo,aiming the 1st torp at the forward mast,using magnetic detonation 1metre under the hull (Type 2 torps at 2000 metres ,60 aob) 1st hit under the mast 2nd under the bridge(I think) took her about 8 min. to sink.Hmmm Looks like the new damage system is doable.:ahoy:

ustahl 10-29-08 05:02 PM

Quote:

Originally Posted by Orion2012
Quote:

Originally Posted by ustahl
Quote:

Originally Posted by Orion2012
Your looking at incompatibility problems between the files both mods have made changes to. If you enable PE4 first then RFB1.52 everything in RFB will work correctly but some files of PE4 may not and vice-versa.

Working off a clean SH4 1.5 with no previous mods, I get those flickering issues with only either RFB 1.50 or RFB 1.52 installed, i.e. each time there is only one single mod (RFB) installed, no other mod. With RFB 1.50 the superstructure flickering in periscope view is moderate, with RFB 1.52 the flickering is heavy, ugly.
When I install PE4 1st and RFB 1.52 (with PE4 included) on top:nope:, I get the heavy flickering, obviously caused by RFB 1.52 as last mod. There's no point anyway to run these two mods in this sequence, as RFB 1.52 overruns PE4. When putting RFB 1.52 1st and PE4 on top the flickering is gone.

It seems somewhat strange to enable PE4 two times (1st as part of RFB 1.52 and 2nd on its own) in order to get rid of the flicker. Also, putting Environment 5.0 (instead of PE4) on top of RFB 1.52 fixes the flickering.
That's what I tried to clarify by the list in my previous posting #1701.

This leads me to conclude that somehow the incorporated PE4 portion in RFB 1.52 works differently than PE4 standalone, at least for me on this flickering issue.
Maybe Luke can shed some light on this?:hmm:

Out of curiosity does the flickering appear when your not looking through the scope, tbt, binoculars? Also, do the ships flicker in the museum??

Hopefully Luke will have a better answer, my other post was strickly in regards to enabling PE4 and RFB may cause unwanted side-effects besides the flickering.

Good question! In order to answer your question, I risked my life surfacing in the midst of the Battle off Samar, close to Yamato, Kongo etc...:arrgh!::dead::rotfl:
The superstructure flickering occurs only when looking through the periscope - looking through the TBT or binocular all textures are faultlessly stable, i.e. no flickering. As mentioned earlier, I've also tested different periscope mods, but the flickering remains. Hense the culprit can't be the RFB 1.52 periscope file(s).

As I'm now running PE4 on top of RFB 1.52 in order to avoid the ugly flickering, I wonder if this (doubling PE4) might cause some undesired side-effects.
I don't think it is my graphic card (Evga 8800GTS 640MB) with newest nVidia driver, or could it be?

Another benefit of adding PE4 after RFB 1.52 is the improvement of Yamato's skin/textures. In single RFB 1.52 Yamato has both the huge & ugly stock portholes & textures plus the improved smaller portholes & textures from RFB 1.52's PE4, i.e. a mixture of stock AND improved (Kriller?) textures.:doh: It's a mixture of two texture sets showing (conflicting) details of both.:roll:
The added PE4 corrects this and shows Yamato with improved textures only.:up:
Maybe this texture mixture is a clue to the flickering issue??

Kruger 10-29-08 05:06 PM

I stumbled upon this flickering issue myself.

What's the command to close a torpedo tube?

DaveP63 10-29-08 05:31 PM

First mission out of Pearl with the Drum. About 200 miles of the coast of Japan I encountered a large Maru. Fired 3 fish and got three hits. Two on the Maru and one on the Drum with a circular run! Awesome Job :up:

ustahl 10-29-08 05:42 PM

Quote:

Originally Posted by Kruger
I stumbled upon this flickering issue myself.

What's the command to close a torpedo tube?

In (my) data\cfg\commands.cfg there are following entries for opening & closing torpedo tubes:

-------
[Cmd308]
Name=Open_torpedo_tube
Ctxt=1

[Cmd309]
Name=Close_torpedo_tube
Ctxt=1

[Cmd310]
Name=Open_sel_torpedo_tube
Ctxt=1
Key0=0x51,,"Q"

[Cmd311]
Name=Close_sel_torpedo_tube
Ctxt=1

[Cmd312]
Name=Toggle_open_close_torpedo_tube
Ctxt=1
--------

It shows that a specific command for closing a tube is not set.
I've been using Cmd310 only to open the selected tube by pressing "Q", as it closes automatically after firing the torpedo.
I guess that if you edit this file with notepad by moving "Key0=0x51,,"Q"" at the end of Cmd312, you could use "Q" for togglin the tube open/close.
Make a backup of your commands.cfg before fiddling ;).

Orion2012 10-29-08 06:11 PM

Quote:

Originally Posted by ustahl
Quote:

Originally Posted by Orion2012
Quote:

Originally Posted by ustahl
Quote:

Originally Posted by Orion2012
Your looking at incompatibility problems between the files both mods have made changes to. If you enable PE4 first then RFB1.52 everything in RFB will work correctly but some files of PE4 may not and vice-versa.

Working off a clean SH4 1.5 with no previous mods, I get those flickering issues with only either RFB 1.50 or RFB 1.52 installed, i.e. each time there is only one single mod (RFB) installed, no other mod. With RFB 1.50 the superstructure flickering in periscope view is moderate, with RFB 1.52 the flickering is heavy, ugly.
When I install PE4 1st and RFB 1.52 (with PE4 included) on top:nope:, I get the heavy flickering, obviously caused by RFB 1.52 as last mod. There's no point anyway to run these two mods in this sequence, as RFB 1.52 overruns PE4. When putting RFB 1.52 1st and PE4 on top the flickering is gone.

It seems somewhat strange to enable PE4 two times (1st as part of RFB 1.52 and 2nd on its own) in order to get rid of the flicker. Also, putting Environment 5.0 (instead of PE4) on top of RFB 1.52 fixes the flickering.
That's what I tried to clarify by the list in my previous posting #1701.

This leads me to conclude that somehow the incorporated PE4 portion in RFB 1.52 works differently than PE4 standalone, at least for me on this flickering issue.
Maybe Luke can shed some light on this?:hmm:

Out of curiosity does the flickering appear when your not looking through the scope, tbt, binoculars? Also, do the ships flicker in the museum??

Hopefully Luke will have a better answer, my other post was strickly in regards to enabling PE4 and RFB may cause unwanted side-effects besides the flickering.

Good question! In order to answer your question, I risked my life surfacing in the midst of the Battle off Samar, close to Yamato, Kongo etc...:arrgh!::dead::rotfl:
The superstructure flickering occurs only when looking through the periscope - looking through the TBT or binocular all textures are faultlessly stable, i.e. no flickering. As mentioned earlier, I've also tested different periscope mods, but the flickering remains. Hense the culprit can't be the RFB 1.52 periscope file(s).

As I'm now running PE4 on top of RFB 1.52 in order to avoid the ugly flickering, I wonder if this (doubling PE4) might cause some undesired side-effects.
I don't think it is my graphic card (Evga 8800GTS 640MB) with newest nVidia driver, or could it be?

Another benefit of adding PE4 after RFB 1.52 is the improvement of Yamato's skin/textures. In single RFB 1.52 Yamato has both the huge & ugly stock portholes & textures plus the improved smaller portholes & textures from RFB 1.52's PE4, i.e. a mixture of stock AND improved (Kriller?) textures.:doh: It's a mixture of two texture sets showing (conflicting) details of both.:roll:
The added PE4 corrects this and shows Yamato with improved textures only.:up:
Maybe this texture mixture is a clue to the flickering issue??

Thanks for the info. I can confirm its not the graphics card. Tried the mod on both an Alpha OC 8800 and an ATI 1900XTX and the flickering occurs on both.

"Q" both opens and closes the torpedo doors.

ustahl 10-29-08 07:15 PM

Quote:

Originally Posted by Orion2012
Thanks for the info. I can confirm its not the graphics card. Tried the mod on both an Alpha OC 8800 and an ATI 1900XTX and the flickering occurs on both.

Good to know, thanks. Have you tried enabling an extra PE4 on top of RFB 1.52, and whether that fixes the flickering for you as well, like it did for me? Alternatively, adding Environmental 5.0 on top of RFB 1.52 fixes the flickering for me, too. Any findings?

Bosje 10-29-08 08:34 PM

The walking around your sub-part and anything else on the visual front is absolutely brilliant but I'm not having any fun when the enemy is about. And this is coming from a hardcore GWX veteran :o

no sinkings yet. cant lock, cant even plot except by radar when there's a slight fog, when you finally hit a ship it doesnt go down and when they hit you you're dead. one shell to my engine compartment is all it took. This is a whole new brand of realism I guess, sure takes some getting used to.

My questions:
I posted earlier about the binocular camera. I am unable to fix the clipping distance myself, could anyone please help me out to put the obstructions back on the bridge? I loved that part of the old RFB. And any word on the dive command yet?

cheers

Rockin Robbins 10-29-08 08:37 PM

Quote:

RFB Team (so far)

Anyone who's allowed us to use their mod- see the list here

Direct contributors and/or testers- Beery, LukeFF, Raymond6751, Wilcke, DeepIron, Capn Scurvy, PantherHercules, AVGWarhawk, CCIP, Donner, Nuc, lurker_hlb3, Ducimus, AkbarGulag, RockinRobbins, swdw, Carotio, Observer, Der Teddy Bar, Monolith, Peto, fireship4, Rockin Robbins, Gunfighter, Fearless, CDR Resser, Donner, skwasjer

Honorary- LeoVampire, kv29, kriller2, sober, and SteveTRM, John Hamm, who've allowed us to merge some of their changes with RFB files, answered my questions and given great advice.

Thanks to lurker_hlb3 for making RSRD and OM compatible with RFB.

A SPECIAL thanks to skwasjer; w/o his S3D much of this would not happen.
What in Sam Hill is goin' on here???? Why do I get TWICE AS MUCH BLAME?There's plenty of blame to go around without socking me TWICE!http://i196.photobucket.com/albums/a...s/shouting.gif

lurker_hlb3 10-29-08 09:12 PM

Quote:

Originally Posted by Orion2012
Quote:

Originally Posted by ustahl
Quote:

Originally Posted by Orion2012
Quote:

Originally Posted by ustahl
Quote:

Originally Posted by Orion2012
Your looking at incompatibility problems between the files both mods have made changes to. If you enable PE4 first then RFB1.52 everything in RFB will work correctly but some files of PE4 may not and vice-versa.

Working off a clean SH4 1.5 with no previous mods, I get those flickering issues with only either RFB 1.50 or RFB 1.52 installed, i.e. each time there is only one single mod (RFB) installed, no other mod. With RFB 1.50 the superstructure flickering in periscope view is moderate, with RFB 1.52 the flickering is heavy, ugly.
When I install PE4 1st and RFB 1.52 (with PE4 included) on top:nope:, I get the heavy flickering, obviously caused by RFB 1.52 as last mod. There's no point anyway to run these two mods in this sequence, as RFB 1.52 overruns PE4. When putting RFB 1.52 1st and PE4 on top the flickering is gone.

It seems somewhat strange to enable PE4 two times (1st as part of RFB 1.52 and 2nd on its own) in order to get rid of the flicker. Also, putting Environment 5.0 (instead of PE4) on top of RFB 1.52 fixes the flickering.
That's what I tried to clarify by the list in my previous posting #1701.

This leads me to conclude that somehow the incorporated PE4 portion in RFB 1.52 works differently than PE4 standalone, at least for me on this flickering issue.
Maybe Luke can shed some light on this?:hmm:

Out of curiosity does the flickering appear when your not looking through the scope, tbt, binoculars? Also, do the ships flicker in the museum??

Hopefully Luke will have a better answer, my other post was strickly in regards to enabling PE4 and RFB may cause unwanted side-effects besides the flickering.

Good question! In order to answer your question, I risked my life surfacing in the midst of the Battle off Samar, close to Yamato, Kongo etc...:arrgh!::dead::rotfl:
The superstructure flickering occurs only when looking through the periscope - looking through the TBT or binocular all textures are faultlessly stable, i.e. no flickering. As mentioned earlier, I've also tested different periscope mods, but the flickering remains. Hense the culprit can't be the RFB 1.52 periscope file(s).

As I'm now running PE4 on top of RFB 1.52 in order to avoid the ugly flickering, I wonder if this (doubling PE4) might cause some undesired side-effects.
I don't think it is my graphic card (Evga 8800GTS 640MB) with newest nVidia driver, or could it be?

Another benefit of adding PE4 after RFB 1.52 is the improvement of Yamato's skin/textures. In single RFB 1.52 Yamato has both the huge & ugly stock portholes & textures plus the improved smaller portholes & textures from RFB 1.52's PE4, i.e. a mixture of stock AND improved (Kriller?) textures.:doh: It's a mixture of two texture sets showing (conflicting) details of both.:roll:
The added PE4 corrects this and shows Yamato with improved textures only.:up:
Maybe this texture mixture is a clue to the flickering issue??

Thanks for the info. I can confirm its not the graphics card. Tried the mod on both an Alpha OC 8800 and an ATI 1900XTX and the flickering occurs on both.

"Q" both opens and closes the torpedo doors.

IRT the " flickering"



I did a controlled binary file comparison between PE4 Main & RFB152. The only different files found are as follows:


Misc

Wake_Back.tga ( PE4 newer )
Wake_Front.tga (PE4 newer )

Sea

NBB_Yamato_N01.dds ( only in PE4 )


SubmarineSchool

NSS05 Scope Measuring ( only in PE4 )

LukeFF 10-30-08 12:32 AM

Quote:

Originally Posted by kwbgjh2
No that i have completed my first mission whith this this beautiful mod here is my summary:

You have done a real great work to amplify the game's challenges. :up::up:

I have only ONE point of criticism on the new damage model, and that is the the drive propulsion of the merchants.

Look at this pictures:

BUT....:damn::damn: i measured the merchant before firing about 12 knots. I gave him six strikes and absolutly unimpressed it steamed away with 10 knots.

I am really ok with the long sinking time... but round about 1800 kg Torpex and no abrasion, breach or any else damage to the propulsion system?

2 game weeks later a nearly like adventure. At best weather another sight of merchant. Trying to come infront of him he discovered me. Speed slowed down from 12 knots to 6 knots and it started to zigzagging. But i got him. Again six fish. 4 Impact, 2 dudes. And... the merchant accelareted to 12 knots and forced me to surface just to follow him.

Unfortunately, what you've encountered is a flaw in the game's AI coding. Unless you hit the ship's propulsion system (e.g., a propeller shaft or propeller), the ship will continue to sail on so long as the flooding has not caused the ship to sink. Many a thread and screenshot have shown this behavior.

LukeFF 10-30-08 12:35 AM

Quote:

Originally Posted by Arclight
1 below the fore mast, 1 below the bridge, 1 in the engine rooms and 1 below the aft mast. I thought that was d**n near perfect. You yourself always say you aim for the masts and midships, or am I missing something? :-?

Don't get me wrong, I wasn't complaining about the modeling. I chalk it up to the Mark 10s, I've switched to a fleetboat now and the Mark 14s don't leave much afloat when spaced like that. ;)

Which ship was this?

LukeFF 10-30-08 12:39 AM

Quote:

Originally Posted by ustahl
The superstructure flickering occurs only when looking through the periscope - looking through the TBT or binocular all textures are faultlessly stable, i.e. no flickering. As mentioned earlier, I've also tested different periscope mods, but the flickering remains. Hense the culprit can't be the RFB 1.52 periscope file(s).

As I'm now running PE4 on top of RFB 1.52 in order to avoid the ugly flickering, I wonder if this (doubling PE4) might cause some undesired side-effects.
I don't think it is my graphic card (Evga 8800GTS 640MB) with newest nVidia driver, or could it be?

Another benefit of adding PE4 after RFB 1.52 is the improvement of Yamato's skin/textures. In single RFB 1.52 Yamato has both the huge & ugly stock portholes & textures plus the improved smaller portholes & textures from RFB 1.52's PE4, i.e. a mixture of stock AND improved (Kriller?) textures.:doh: It's a mixture of two texture sets showing (conflicting) details of both.:roll:
The added PE4 corrects this and shows Yamato with improved textures only.:up:
Maybe this texture mixture is a clue to the flickering issue??

The flickering is a mystery to me. I would suggest one start by looking at the DummyCam_Periscope and ObPeriscope sections in Cameras.dat to see if something is amiss. At this point that's the only place I can surmise a problem exists at the moment.

Found out the problem with the Yamato textures, as listed by Lurker below. Will likely be part of an upcoming patch to fix a few problems with RFB.


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