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

Sledgehammer427 11-03-08 07:48 AM

well, unfortunately, a run-in with a japanese merchie armed with 20mm guns made bernard's day/life end, so from now on, any gato/gato subclasses i use i leave a spot out in damage control to accomodate that last crewman.

chris455 11-03-08 09:26 AM

Do ALL the watchmen need to go into Hogan's alley, or just the ACTIVE watch?

msalama 11-03-08 09:43 AM

The manual says all IIRC.

Wilcke 11-03-08 12:17 PM

Quote:

Originally Posted by msalama
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:

Could be a screen render resolution issue and your missing spot #12? Fish40 what rez do you run at, sir?

Happy Hunting!

Fish40 11-03-08 01:28 PM

Quote:

Originally Posted by Wilcke
Quote:

Originally Posted by msalama
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:

Could be a screen render resolution issue and your missing spot #12? Fish40 what rez do you run at, sir?

Happy Hunting!


I'm playing at 1280x960. I double checked again as far as the spaces go. The three watch officers went into the available three spaces in the conning tower, and the twelve enlisted guys(four on each of the three shifts for the bridge), all fit in Hogan's alley.

Fish40 11-03-08 01:42 PM

To Luke, and the rest of the RFB Team: Just wanted to say thanks for a job well done:up: RFB hooked up with RSRD, and OM takes SH4 above and beyond. I had the pleasure of observing the new damage mechanics in action, as I reeked havoc on a Japanese convoy at anchor outside the harbour on Saipan.

And now if I may, a small request: Is there any chance/way to be able to impliment the WO to identify a target? I don't think it was out of the ordinary to have these guys aid in the ID'ing of targets on both Fleet Boats, and U Boats. Just my 2cents worth. Once again, thanks for your hard work:yep:

msalama 11-03-08 02:48 PM

Yah Wilcke & Fish40, that would explain it b/c I'm running at 1024x768 - the only possibility w/ this c**ppy machine of mine. But what if I resized the bitmap; I'd need to reconfigure the "hotspots" or slot locations as well, no?

Wilcke 11-03-08 05:27 PM

Quote:

Originally Posted by msalama
Yah Wilcke & Fish40, that would explain it b/c I'm running at 1024x768 - the only possibility w/ this c**ppy machine of mine. But what if I resized the bitmap; I'd need to reconfigure the "hotspots" or slot locations as well, no?

Yeah, thats going to be a tough job. What size monitor or lcd do you run on? I still have a 21" CRT and run just about all my apps at 1280 by 960.

Quagmire 11-03-08 05:48 PM

Loving the mod. However the damage model needs a little tweaking. Have you guys noticed that ships seem to plow ahead at full steam a long time after huge holes have been blown in their sides? The only way I have been able to stop a ship is to be lucky enough to blow off a prop. Check this screenshot.

http://img231.imageshack.us/img231/8114/damage1ui7.jpg

As you can see I scored a great spread of hits on this liner. I even got two hits under both funnels. The engine room was clearly destroyed. Here is another angle.

http://img219.imageshack.us/img219/8160/damage2pm8.jpg

However it maintained its 10 kt speed for over an hour before it sank. Here it is with its after deck completely awash and it still was managing 10 kts.

http://img90.imageshack.us/img90/1056/damage3zw6.jpg

Are the engine rooms damaged only if they flood? And is the engine destroyed only if the engine room is completely flooded? In the example here the boilers would have gone offline shortly after the first hits due to damage/flooding.

Also, as a side note. I think the HOG ISLAND freighter has its draft set to low. In heavy seas it takes damage from waves crashing over its decks and catches fire. :doh:

BY THE WAY, PE4 is beautiful, isnt it? :rock:
.

Frederf 11-03-08 06:12 PM

Any reason I cannot hear contacts manually inside the max audio range in RFB1.5 while the AI sonar operator can track then just fine?

ncorpuz34 11-03-08 07:25 PM

Quote:

Originally Posted by Quagmire
Loving the mod. However the damage model needs a little tweaking. Have you guys noticed that ships seem to plow ahead at full steam a long time after huge holes have been blown in their sides? The only way I have been able to stop a ship is to be lucky enough to blow off a prop. Check this screenshot.

http://img231.imageshack.us/img231/8114/damage1ui7.jpg

As you can see I scored a great spread of hits on this liner. I even got two hits under both funnels. The engine room was clearly destroyed. Here is another angle.

http://img219.imageshack.us/img219/8160/damage2pm8.jpg

However it maintained its 10 kt speed for over an hour before it sank. Here it is with its after deck completely awash and it still was managing 10 kts.

http://img90.imageshack.us/img90/1056/damage3zw6.jpg

Are the engine rooms damaged only if they flood? And is the engine destroyed only if the engine room is completely flooded? In the example here the boilers would have gone offline shortly after the first hits due to damage/flooding.

Also, as a side note. I think the HOG ISLAND freighter has its draft set to low. In heavy seas it takes damage from waves crashing over its decks and catches fire. :doh:

BY THE WAY, PE4 is beautiful, isnt it? :rock:
.

I've encountered the same problem multiple times throughout my campaign. I would put 4 perfectly placed shots all along the length of the ship and it happily steams along at full speed while I start up the engines and start having to CHASE the ship down. While I'm directly behind the ship, I take potshots at the now zigzagging ship in hopes to score a propeller hit. 3 more torps later, I finally do, and I cut engines and finally wait peacefully for an hour as she sinks and I get my confirmed kill.

...Im temporarily using WEBSTER's increased torpedo power V1 to offset this problem. Sink times are now just right for my taste. Hopefully the devs will get tweaked abit.
Im assuming the engine room will only count as destroyed if the compartment becomes 100% flooded. Which can take about an hr by then the ship has already sailed about 10 miles away!

Arclight 11-04-08 12:07 AM

Yeah, you really have to work for your kills now. :lol:

Maybe you can argue you just destroyed the port/starboard engine room, and the intact one is still powering the ship. What's the top speed on that liner? 18, 20 knots? Bet it wasn't moving away from you at that speed, so you could say there clearly was damage to the propulsion.

On the other hand, I've seen a ship go down with the stern high in the air, "she's going down" message received and the screws still spinning away (in the air). :-?


Also, I've seen secondary explosions from boilers exploding if I accidentally put 2 torps in the same engine room, so I think you can directly damage the propulsion with torpedo damage, not just by flooding. IIRC Luke confirmed this a couple of posts back. :hmm:

LukeFF 11-04-08 01:12 AM

Quote:

Originally Posted by Fish40
And now if I may, a small request: Is there any chance/way to be able to impliment the WO to identify a target? I don't think it was out of the ordinary to have these guys aid in the ID'ing of targets on both Fleet Boats, and U Boats. Just my 2cents worth. Once again, thanks for your hard work:yep:

We decided against this, as we felt it gave the player too much information about what type of ship they were targeting. The Japanese merchant fleet was very diverse, and getting an exact ID on a particular merchant ship was a very difficult task.

LukeFF 11-04-08 01:21 AM

Quote:

Originally Posted by Quagmire
Loving the mod. However the damage model needs a little tweaking. Have you guys noticed that ships seem to plow ahead at full steam a long time after huge holes have been blown in their sides? The only way I have been able to stop a ship is to be lucky enough to blow off a prop.

A fix for this long-standing issue (it dates back to SH3) is in the works as we speak.

Quote:

Are the engine rooms damaged only if they flood? And is the engine destroyed only if the engine room is completely flooded? In the example here the boilers would have gone offline shortly after the first hits due to damage/flooding.
Engines are destroyed only when the compartment is deemed destroyed by the game, which happens when the compartment is fully flooded.

Quote:

Also, as a side note. I think the HOG ISLAND freighter has its draft set to low. In heavy seas it takes damage from waves crashing over its decks and catches fire.
Can you take some pics of this?

LukeFF 11-04-08 01:23 AM

Quote:

Originally Posted by ncorpuz34
...Im temporarily using WEBSTER's increased torpedo power V1 to offset this problem. Sink times are now just right for my taste. Hopefully the devs will get tweaked abit.

Not likely. As Observer, the mastermind behind the damage mod, puts it:

Quote:

Regarding the ship sinking physics...

Don't expect any major changes. Please keep in mind that the version you have today is the result of nearly a year of planning, testing and effort. Thousands of torpedoes and hundreds of man-hours have been invested in the merchant ships. That's 37 of the 165 ships included in RFB. I may increase the compartment critical chance by a few percent, but I wouldn't expect very many changes to the fundamentals of the mod. (Recall from the manual that critical chance is used to simulate the rare (emphasis on the word rare) chance that other factors could cause any ship to sink with a single torpedo.)

Second point. Simply increasing the torpedo "damage" (in reality the torpedo min and max HP damage) is not the way to make ships sink easier. The ship compartments are designed such that a torpedo, any torpedo, will cause enough damage to flood the compartment. Always. If you hit the ship, you will damage something, and you will cause flooding. Always. The issue at hand is how many compartments will be damaged, and how quickly they will flood. Increasing the torpedo damage will have two effects: (1) it will make the affected compartments flood faster, and (2) it will make it more likely to damage adjacent compartments from poorly aimed, or "unlucky" (e.g. low HP) torpedoes. These factors are present intentionally because they add uncertainty and variability to the way ships sink. Simply stated, this means the player must actually "sink" the ship, which is accomplished by flooding compartments on the ship. The bigger the ship the more compartments must be flooded. And it is possible to damage multiple compartments at the same time, though it takes a good solution to do it since the shots must be "aimed".

On the propulsion issue, TB has given me some ideas, and I have a few ideas of my own.

Basically, the issue is very simple. I have modeled the "engine room" on the merchants as two compartments: an auxiliary machinery space and the boiler room. When the player damages the ship in the engine room, they are really only damaging the aux machinery space. This is where all of the, mostly mechanical, equipment is located (e.g. the reduction gear, turbines, steering gear, electrical switchgear, etc.). The boiler is located in another compartment. This compartment is exactly 3 meters inside the hull on every ship. Because of the way torpedo damage is applied to the zones, it is possible for the torpedo to impact the right area, but due to distance not cause enough damage to the boiler compartment to cause it to start flooding. Ships in SH4 will not stop moving unless: (1) all propellers are destroyed, or (2) all engine room zones (e.g. the boiler) are fully flooded. Keep in mind that there must be an associated engine room for each propeller. What is likely happening is with ships that continue to move despite apparent crippling damage to the engine compartment is that the torpedo did not cause enough damage to the engine room to start flooding. There are several possible fixes for this including:
-reduce the engine room critic flotation so that flooding will start with less damage
-change the size of the engine room zone, specifically to make it wider and/or longer therefore increasing the probability that a hit will cause enough damage to start flooding.
-remove the aux machinery room and replace it with an associated engine room.

The easiest change is probably to simply lower the critic float for the ER zones. Removing the aux machinery room is the least desirable because it would cause a complete rework of everything done to date.

This is the detailed answer as I see it. Do keep in mind that sending another torpedo into the same area will likely cause enough damage to start the ER flooding since all damage is cumulative. It won't cause the ship to "sink" more, though it will increase the sinking speed, but it should stop the ship from moving.

I will evaluate the feedback and implement a change for the propulsion issue in a future RFB patch.
http://forum.kickinbak.com/viewtopic...p=10316#p10316

Sardaukar67 11-04-08 03:01 AM

I like the mod, but it was bit annoying to have Large Old Split freighter (or what the name was, c.8000 t) to speed away after 4 torpedo hits. It finally sunk after 3 more torpedo hits and 40 rounds from 3" gun (most I managed to place waterline)...something like 4 hours later.

I know that's a big ship...but 7 torpedos and 40 rounds from 3" gun feels for me bit excessive. That was my first patrol in Dec 41...so considering all duds and misses, I spent whole torpedo load of USS Gar to one ship.

I would have happily left it to sink on it's own, but after 4 hits along the side, it did speed up from 10 knots to 12 knots !

Anyway...I guess that is one way to prevent me getting renown...:p

Other thing, I do not use manual targetting and I lost the lock repeatedly, even during the day, under 1000 yrds from ship. Deck gun does not fire automatically (which would have been nice since I was manouvering after speeding ship...) if lock is lost... I can use deck gun manually, but it's annoying to jump between bridge and deck gun to be sure that course adjustments are correct. Especially when deck gun does not stay in it's alignment, but resets back pointing aft every time you leave the station...:damn:

Kruger 11-04-08 03:41 AM

The very best example that this damage model is not necessarily realistic, is the fact that you always have to hit 5-6 different compartments for a large freighter in order to sink it. Check some historical data and see if this is the real number of torpedo hits.

Secondly, in this new damage model if you hit again in the same spot, you gain nothing. Again, not like in reality, where if you hit the same spot, it's most likely that you will cause fatal structural damage.

So, a combination of flooding and HP better mixed would have been more realistic than expending half your torpedoes on a merchant.


I have also played with webster;s improved torpedo mod over RFB, and these are my findings.

All military vessels take major damage, so they will be very close to stock in sinking. I played the shooting gallery mission and experimented with all the japanese ships. Basically, it takes 1 hit in the machinery room, or 2-3 hits dospersed, in order to sink a japanese light cruiser. \

A DD is blown to pieces, and sinks in about 1 minute if you hit it in the machinery room



But, on the other hand, regarding the merchant fleet, the more powerful torpedoes do not seem to have major effect. Maybe this is due to the extensove compartimentation of these ships.

Lopo 11-04-08 03:49 AM

???
 
Hi all,
Just looking for an explanation because I love too much this mod...:up:
In advance, sorry for my english.

Feb. 1943, USS Balao, Northeast of Iwo Jima (playing RFB 1.52 + RSRD... the right version of course):

Find an enemy task force, track them for two hours, approach to attack at periscope depth... identify one CVE and two DD, concentrate my torpedoes on CVE, fire six, dive and clear off, two missed and four supposed hits (I hear the four explosions). Elude the revenge and see on the large map the symbol of ship sunk but nothing in my log. Surface, return to the battle place and can see some pieces of wreckage floating but still nothing in my log. I'm certain I have sunk the CVE!
So, someone here have written that it was not a problem because when he was back to his base, he had credit for the ships sunk even if they were not in his log.
But when I return to base... nothing! Why?
In reality, subs commanders got credit for supposed ships sunk when there were enough pieces of evidence. So, why not me?

Thanks in advance

gumidekcz 11-04-08 05:33 AM

Instalation problem
 
Please, need advice.
I have instaled SH4 with 1.4 patch and than thru jsgme RFB 1.52
But it dont work, I think I need 1.5 patch intaled before RFB 1.52.
Where I can found it? or what is the sequence of instalation?

kylesplanet 11-04-08 08:04 AM

Quote:

Originally Posted by gumidekcz
Please, need advice.
I have instaled SH4 with 1.4 patch and than thru jsgme RFB 1.52
But it dont work, I think I need 1.5 patch intaled before RFB 1.52.
Where I can found it? or what is the sequence of instalation?

You must have 1.5 to run RFB. It is the U Boat missions add-on. It cost ten bucks and you can get the download version through direct2drive.


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