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

punkmaster98 10-10-08 02:21 PM

no matter what the gunners don't shoot until the planes are right in front or on top of me. by then its too late:-?

Orion2012 10-10-08 02:30 PM

Quote:

Originally Posted by punkmaster98
no matter what the gunners don't shoot until the planes are right in front or on top of me. by then its too late:-?

When you tell them to engage, do you select "engage closing targets" or just engage all enemies. The first of those options will only allow the AA gun to attack when he sees the plane coming in to attack. Also if the deck gun is in the front. They wont attack without a clear line of sight.

Quote:

Originally Posted by chris455
I feel the deck guns are just a shade too weak.
I do not want to be able to take on a freighter and sink it with 10 shells, but after 50 rounds, there should be some visible damage. I always use my deck gun to finish off cripples only. The 4" rifle was very powerful and should do more damage than is being reflected in the mod (This mod, BTW, MAKES SHIV for me so before I forgewt, awesome job guys!)
Is there not a way we can adjust this?

The deck gun will only do damage when fired below the water line, so you shouldn't see visual damage (unless in the free cam) The topic of the deck guns power and reload time have been heavily discussed, even in this forum.

LukeFF 10-11-08 04:00 AM

Quote:

Originally Posted by chris455
Is there not a way we can adjust this?

See what you think about the deck gun after this next release. :smug:

LukeFF 10-11-08 04:02 AM

Quote:

Originally Posted by The General
Is the MOD still due for release this weekend?

We're getting close. Basically, right now we're trying to finalize the manual, and that should be about it. Everything in the mod is working as it should, so I would venture to say we should see an official release sometime in this coming week.

vanjast 10-11-08 04:35 AM

Quote:

Originally Posted by chris455
I feel the deck guns are just a shade too weak.
I do not want to be able to take on a freighter and sink it with 10 shells, but after 50 rounds, there should be some visible damage. I always use my deck gun to finish off cripples only. The 4" rifle was very powerful and should do more damage than is being reflected in the mod (This mod, BTW, MAKES SHIV for me so before I forgewt, awesome job guys!)
Is there not a way we can adjust this?

As mentioned 'below the waterline' and spread your fire across the whole ship.
As an example I torpedoed a cargo ship way aft, and put her propulsion of action. Waiting for a few hours she didn't sink, so I surfaced and raked the side of the ship with about 20-30 APs, The ship settled and in about another 2 hours finally sank.
Each ship has compartments (water-tight sections) that must be puntured to sink the ship. The biggest section is the boiler room and if you hit this, secondary explosions can wreck the ship and sink her fast.
:D

LukeFF 10-11-08 04:51 AM

From the current test release of RFB. No other mods were enabled when this shot was taken (other than FooBor's S-Class Skin):

http://img.photobucket.com/albums/v2...004750_265.jpg

Sunrise on an S-boat. Alaska, December 1942.

Bosje 10-11-08 07:48 AM

cool! i can't wait :up:

one question: lifeguard duty- (this is the first time i ever got the mission) i did a search but couldnt find anything except a lot of remarks saying how much it was talked about :hmm:. i think it's RFB which takes the rescue botton away from the interface. ingame F1 said to hit the 'target for AA' button instead and i got an acknowledgement from the staff and then the graphics turned funny, almost like the waves went into 16x TC as i was standing there on the bridge, but the pilot was still just swimming there in his pink smoke. in the end, i assigned the 'F' key to rescue a pilot in commands.cfg and that sorted it. I dunno if such a solution has already been discussed at length, i couldnt find it, but maybe it can be contemplated for the mod? as for the weird waves, i have no idea what that's about but it seemed related to the lifeguard thing, i never saw it happen before. (PE4 installed as well, in case it matters)

thanks

chris455 10-11-08 10:05 AM

Quote:

Originally Posted by vanjast
Quote:

Originally Posted by chris455
I feel the deck guns are just a shade too weak.
I do not want to be able to take on a freighter and sink it with 10 shells, but after 50 rounds, there should be some visible damage. I always use my deck gun to finish off cripples only. The 4" rifle was very powerful and should do more damage than is being reflected in the mod (This mod, BTW, MAKES SHIV for me so before I forgewt, awesome job guys!)
Is there not a way we can adjust this?

As mentioned 'below the waterline' and spread your fire across the whole ship.
As an example I torpedoed a cargo ship way aft, and put her propulsion of action. Waiting for a few hours she didn't sink, so I surfaced and raked the side of the ship with about 20-30 APs, The ship settled and in about another 2 hours finally sank.
Each ship has compartments (water-tight sections) that must be puntured to sink the ship. The biggest section is the boiler room and if you hit this, secondary explosions can wreck the ship and sink her fast.
:D

Good advice to be sure, but no AP w/ the mods I'm using (RSRD. RFB)

IronPerch 10-11-08 01:10 PM

Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by The General
Is the MOD still due for release this weekend?

We're getting close. Basically, right now we're trying to finalize the manual, and that should be about it. Everything in the mod is working as it should, so I would venture to say we should see an official release sometime in this coming week.

AAAAARRRRGHHH UPLOAD! UPLOAD! UPLOAD! UPLOAD!UPLOAD! UPLOAD!UPLOAD! UPLOAD!!!!!

I think we can wait the manual for a few days more, but pleeeeease stop teasing and throw the bone for the dog :damn: :damn: :damn: :doh: :o :doh: :huh: :dead: .............:roll: ok i'm calm again :|\\....Take your time....

LukeFF 10-11-08 05:56 PM

Quote:

Originally Posted by Bosje
one question: lifeguard duty- (this is the first time i ever got the mission) i did a search but couldnt find anything except a lot of remarks saying how much it was talked about :hmm:. i think it's RFB which takes the rescue botton away from the interface. ingame F1 said to hit the 'target for AA' button instead and i got an acknowledgement from the staff and then the graphics turned funny, almost like the waves went into 16x TC as i was standing there on the bridge, but the pilot was still just swimming there in his pink smoke. in the end, i assigned the 'F' key to rescue a pilot in commands.cfg and that sorted it. I dunno if such a solution has already been discussed at length, i couldnt find it, but maybe it can be contemplated for the mod? as for the weird waves, i have no idea what that's about but it seemed related to the lifeguard thing, i never saw it happen before. (PE4 installed as well, in case it matters)

We have fixed all the issues with the buttons for this next release, so you'll get the "rescue survivor" command back. :yep:

LukeFF 10-11-08 05:58 PM

Quote:

Originally Posted by chris455
Good advice to be sure, but no AP w/ the mods I'm using (RSRD. RFB)

There are no AP rounds with the deck guns, because they weren't used by either the American or German submarines.

Fish40 10-11-08 06:46 PM

Quote:

Originally Posted by LukeFF
From the current test release of RFB. No other mods were enabled when this shot was taken (other than FooBor's S-Class Skin):

http://img.photobucket.com/albums/v2...004750_265.jpg

Sunrise on an S-boat. Alaska, December 1942.




:o That looks fantastic Luke! Just to refresh my memory, dose this version now include PE4?

Wilcke 10-11-08 07:13 PM

Yes, PE4 is integrated into RFB with this upcoming release.

Sledgehammer427 10-11-08 07:25 PM

righteous, i love pe4 but its a hassle to get everything set up...will we be able to choose NSM and all that happy stuff you can also pick? or will the most compatible features be uploaded?

chris455 10-11-08 07:43 PM

LukeFF, thank you for the replies and the great work you are doing on the mod, I look forward to it very much :D


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