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

Orion2012 10-31-08 07:30 PM

Quote:

Originally Posted by banjo
As far as the lock/no lock problem goes, after three completed patrols I have found the following:

a. it doesn't happen much--only at night submerged I think--but not often.
b. I am used to it. It's not the problem I thought it was going to be. I just try to look at it as a wartime vagary.

So, my advice--keep on playing. It's not so bad.

Just my 2 cents...

Same way I felt, after you run a couple patrols and sink something with it not working it dosen't seem so bad.

Quagmire 11-01-08 01:45 AM

Loving the mod guys. Its what SHIV should have been in the first place.

One little FYI... The Tench boat doesnt have a 360 deg range ring around it on the NAV map. No biggie, just thought you would want to know.

Also, speaking of the Tench, any thoughts on how to dive deeper than 450 ft?

And while I'm at it... LOL. What do you think about that depth charge splash mod? Feel like putting it into RFB? It really is nice to have since the sonar man does not report depth charge drops like he did in SHIII..

THANKS!
.

Arclight 11-01-08 08:20 AM

To people who don't get credit for a kill; The kill only gets listed in your log if you see it sink (or rather, the AI sees it sink), which may be problematic with the locking issue and a target not being visible on the map. However, when you end the mission and have a look at the log in the office, I think you'll find all your kills listed, even the ones not listed initially.

There's a bit about "uncertainty" in the manual, IMHO this (perhaps unintended) feature fits in with that nicely. You may not get credit during the patrol, but afterwards you'll get confirmation. I think this is how it was for real as well.:hmm:

vanjast 11-01-08 12:19 PM

Maybe it works the same as SH3 - You have to be within visual range (this changes with weather conditions), whether under water or on the surface to get credited with the kill.
:arrgh!:

AVGWarhawk 11-01-08 12:28 PM

Quote:

Originally Posted by Arclight
To people who don't get credit for a kill; The kill only gets listed in your log if you see it sink (or rather, the AI sees it sink), which may be problematic with the locking issue and a target not being visible on the map. However, when you end the mission and have a look at the log in the office, I think you'll find all your kills listed, even the ones not listed initially.

There's a bit about "uncertainty" in the manual, IMHO this (perhaps unintended) feature fits in with that nicely. You may not get credit during the patrol, but afterwards you'll get confirmation. I think this is how it was for real as well.:hmm:

Excellent point Arclight! I like the idea of the unintended feature you formulated.

Sledgehammer427 11-01-08 02:33 PM

yup. i found that to be true, did you know mush morton sank a destroyer,got credit for it, then, the japs raised it, and they took the credit back....poor mush

just got back from destroying a regular merchant, small split merchant, i think.
never got to evaluate the ship sinking mod implemented into the new game.

holy crap...that is genius. i loved the uncertainity provided by it. i put two torps in it, even though it looked like one did it, after about 12 rounds of deckgun. even though a couple torpedos failed to explode, (four shots, 1 dud, one hit and blew up, two misses, d*** good japanese watchmen) loved it, i almost can't wait to get home to play it again.

IronPerch 11-01-08 02:34 PM

First of all:

Thank you RFB team!

I have had 1.52 installed since the release, but so far i have had only time to play some "tests" with it. Anyway, according those tests i like the new damage models very much and they are just the "thing" that your mod was "missing". Also having an "embedded" graphical mod simplifies installation and everything seems to work fine (at least in my case). + The manual is great and usefull.

So tonight i'll have a glass of whisky, start a new carreer and enjoy your work. Thank you for that.

LukeFF 11-01-08 06:13 PM

Quote:

Originally Posted by simsurfer
Yep, thats right, I mean I dont have all night to shell one sampan, the loading of that gun is crazy slow.

There are a trillion posts here about how and why this is set up the way it is. Long story short, it's set up like is because of limitations in the game's coding.

Wilcke 11-01-08 06:28 PM

Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by simsurfer
Yep, thats right, I mean I dont have all night to shell one sampan, the loading of that gun is crazy slow.

There are a trillion posts here about how and why this is set up the way it is. Long story short, it's set up like is because of limitations in the game's coding.

Plus the sampans sink after 2-3 proper hits with the deck gun, RFB 1.52. Non issue.

Arclight 11-02-08 01:01 PM

Quote:

Originally Posted by AVGWarhawk
Excellent point Arclight! I like the idea of the unintended feature you formulated.

:smug: :lol:

Did crew interaction change or something? For a close up view of, say, the sonar gear, I have to click the equipment instead of the guy. If I click the guy, he just turns to face me (which IMO is good, "popping" into his view breaks the illusion of you as captain).

New immersion feature, or avoiding camera bugs? Whichever, I like it. :up:

AVGWarhawk 11-02-08 04:49 PM

Click the station gets you into that crewmans position. :up:

sckallst 11-02-08 06:04 PM

Just another quick thank you to the entire crew for all the work on this mod.

Have to say that i really like the new ship damage model. Put 3 (and two duds) into a 6500 ton European merchant flying a Japanese flag and finally took her down after a fairly long wait (made longer by the first 2 coup de grace duds).

Question: Does the engine or the mod take into account 'system damage' (i.e, proplusion, weapons) for targets? I guess it's at least implied by allowing the deck gun to aim at, for example, weapons, but just wondering if that was more for show than effect.

Another thing I'm really liking is what seems to be a more noticeable interaction between the PE mod and the sighting changes. Getting a much more immersive feel crusing teh surface as teh morning mist/fog burns off, among other times.

Really enjoying SH4 again after waiting out this release.

LukeFF 11-02-08 07:06 PM

Quote:

Originally Posted by sckallst
Question: Does the engine or the mod take into account 'system damage' (i.e, proplusion, weapons) for targets? I guess it's at least implied by allowing the deck gun to aim at, for example, weapons, but just wondering if that was more for show than effect.

Glad you're liking it!

Currently we model systems damage only for the propulsion system (e.g., completely flooding an engine compartment or destroying a propeller or propeller shaft). We do, however, plan on updating the damage model so exposed weapons can be destroyed by gunfire.

Webster 11-02-08 11:17 PM

what if i liked the older version of RFB and felt it was more to my liking than this latest 1.52 version?

is there still a way to download the older version of RFB and where can i find a link for it?

msalama 11-03-08 12:08 AM

Installed RFB 1.52 yesterday. On my 1st patrol now and so far no enemy sightings, but the overall package seems really impressive and the manual is a welcome addition.

There's however not enough room for everyone in the Hogan's Alley, because there're only 11 slots there altogether. Is it just me, or is there something wrong?

ncorpuz34 11-03-08 12:55 AM

Quote:

Originally Posted by msalama
Installed RFB 1.52 yesterday. On my 1st patrol now and so far no enemy sightings, but the overall package seems really impressive and the manual is a welcome addition.

There's however not enough room for everyone in the Hogan's Alley, because there're only 11 slots there altogether. Is it just me, or is there something wrong?

Taken from the manual: "Thus, to avoid exposing the bridge watch to injuries caused by depth charge explosions, you need to move your enlisted bridge crewmen to Hogan's Alley and the officers to the conning tower."

LukeFF 11-03-08 12:57 AM

Quote:

Originally Posted by WEBSTER
is there still a way to download the older version of RFB and where can i find a link for it?

Nope

msalama 11-03-08 04:11 AM

Quote:

"...and the officers to the conning tower."
Yes, I've read the manual and this is exactly what I'm doing, but I'm still stuck with 12 crewmen and only 11 slots in the Hogan's Alley... :hmm:

Fish40 11-03-08 04:24 AM

I was able to put all my guys in there:yep: The three officers go into the conning tower, and there should be enough spaces in Hogan's for the rest. I'm in a Balao right now, and there are twelve spaces in Hogan's for the crew. I don't know if each sub has a different number of spaces though:hmm:

msalama 11-03-08 04:50 AM

I just started a new career in a Tambor and I'm sure there're only 11 bunks in Hogan's. But hey... I can always leave Bernard out, now can't I :hmm:


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