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

LukeFF 11-13-08 01:01 AM

Quote:

Originally Posted by Sledgehammer427
i hope you guys on the RFB team can help me out, because i got the XVIII to have a little fun, and do 28 kt attack runs on convoys (call it a venting measure)

As the XVIII never even made it to the training stage and has the exact same external and internal model as the XXI, we decided to "convert" it to Type XXI performance specs. The conversion is not totally complete (for instance, the correct boat numbers have yet to be inputted) but will be in the future. A Type XVIII with the Walter Turbine and all just doesn't fit into RFB's definition of realism at all.

LukeFF 11-13-08 01:09 AM

Quote:

Originally Posted by chris455
Luke,
Great job on RFB 1.52!
Question:
One of the things I would like to see in a future release of RFB would be for the Japanese "Maru" names to be reflected in the captains log, instead of the stock ship names.
i.e.,
"2/10/42. SHIP SUNK. KAMIKAWA MARU, 5,280 tons"
Is this possible?

I wish it was, but it's just not possible:
  • Some Japanese merchants are also employed by other nations, so it would look odd to see "xxxx Maru sunk" show up in a U-boat log. :doh:
  • As it stands, the game uses the name of the ship class in the Names.cfg file for your sinking log. To get the name of each Maru in the game (most Japanese merchants modeled were a multiple-ship class) would require extensive cloning of almost every merchant ship in order to get this to work right. It's just too much work for too little results and would wreak havoc with mods like RSRDC. Not to mention, in reality most American submarine commanders could not pinpoint the name of a ship targeted unless it was a prominent, previously-identified ship, such as a carrier or heavy cruiser. Logs from the time for merchants sunk are fairly generic, such as "5000-ton freighter" or "2500-ton tanker."

Arclight 11-13-08 01:10 AM

Quote:

Originally Posted by <Jason>
im going to repost this: hopefully it can get answered:

i have run into my first bit of trouble with real fleet boat.

i was doing the torpedo training mission and i cant hit a thing. :lol: actually i take it back, i hit it once, ill explain now.....

all my shots end up 20yards to the left of the right moving target.

Which part of the parascope should i put at the bottom of the target? i hit it once because i had the spread so far right. and it was on my 3rd attempt of the tutorial mission. im doing everything the same way ive always done.

help :oops:

It might be because of the "fog of war" effect; not all the data in the recog. manual was a 100% accurate, so as a result any measurements you make with the stadimeter could give you a range that is off by a sizeable margin.

I tried measuring the distance on a Shokaku carrier with the stadimeter (measuring the height of the flightdeck as the manual instructed) and got a range that was off by as much as 60%.

You could try measuring on the nav map and inputting that, or ping for range (although the latter is not advisable against warships).

I think it's either that or you forgot to open your tubes. :lol: ;)

LukeFF 11-13-08 01:12 AM

Quote:

Originally Posted by MDV_4life
Question;
Do you have to start your campaign all over if I disable RFB 1.51 & enable 1.52?

And i've came across something weird yesterday, a bug i guess...

I attacked a single ship, a troop transport ship if i remember it right.

I fired 3 torps at it and all 3 hit, and i'm deffinitly sure that was way enough to sink it. Then i suddenly see the interior of that ship. Like the inside out :-?

And suddenly it disappears ...

I reloaded my save several times and it happened every time.

Does any one every encountered this?

Yes, you need to re-start your campaign if you disable 1.51 and enable 1.52. Also note that only the current version of RSRDC works with 1.52.

msalama 11-13-08 01:17 AM

Thanks for the info guys. Yup, obviously the same issue, i.e. you naturally can't lock onto something you can't see... S!

LukeFF 11-13-08 01:17 AM

Quote:

Originally Posted by <Jason>
i was doing the torpedo training mission and i cant hit a thing. :lol: actually i take it back, i hit it once, ill explain now.....

all my shots end up 20yards to the left of the right moving target.

Which part of the parascope should i put at the bottom of the target? i hit it once because i had the spread so far right. and it was on my 3rd attempt of the tutorial mission. im doing everything the same way ive always done.

You don't need to place the periscope in any particular position on the target. Just make sure the placement of the top part follows the rules stated in both the recognition manual and the RFB manual. As Arclight states, do note that the "mast heights" are directly derived from the data known to the Allies, so you may get a range result that is far off the mark. However, with the torpedo training mission, I've found the "mast height" (actually the top of the funnel) to be pretty accurate. This shows in this particular case the Allies had good intelligence data on the Mogami class.

vanjast 11-13-08 05:21 AM

Quote:

Originally Posted by <Jason>
all my shots end up 20yards to the left of the right moving target.

What I've found with TDC data, is that if you can get you target speed right, range matters very little (except the max range of the torp of course), when firing a spread of 2+ torps. Naturally the closer your target the more accurate you'll be.
:D

Bosje 11-13-08 08:07 AM

cant find anything said about this at first glance, so I thought you might want to know about this: (although it's obviously priority number 20039447 on the list)

missing textures and upside down/reverse gauges and switches in the gato control room

(several dials and switches on the starboard side: mbt gauges and a switch to the front side. also, when you walk around the steering wheel there is a ladder up to a hatch, where a repair crew guy stands when active. if you look from that position back into the control room, the wall is missing. Weird as the wall is there just fine when you look at it from the starting position in the control room.)

anyway, just in case anyone cares. (never noticed this before, could even be a stock issue. i dunno. I just noticed it when i took a tour through my boat during some test dives.
http://img291.imageshack.us/img291/7769/dialsze2.jpg
*giggle*, the gauge says 'snot'
-
February 1943, USS Sunfish (Gato class)

I'm starting to become a huge fan of this mod
Yesterday I had a fascinating night South East off a very busy Cape San Agustin where a new radar contact kept showing up as I was lining up on a target. 5 ships crossed through my area of operations during the course of a 5 hour engagement. I was in real time throughout the engagement because there was so much to keep an eye on :)

a most intense and interesting experience; a threatening green/purple stormy sky loomed above me, thunder rolled across the strait during the evening while the sea was still quite calm. A storm was about to erupt and it looked absolutely stunning. Duds and the damage model resulted in only 2 sinkings. Tonnage for the entire patrol was 19000 which is not bad while realistically modest, I guess.

But: I now have the impression that 1 torpedo will not sink anything at all within a reasonable timeframe and with the added issue of maintaining speed I am resorting to full spreads of at least 4 torpedoes on anything over 2000 tons. Usually resulting in either 3-4 duds or 3-4 hits. I have not seen anything above 2000 tons go down on 1 hit and I have seen numerous bigger ships not going down after 2 or 3 hits, which seems to just contradict anything I ever read about the Battle in the Atlantic. Do you guys actually have US logs full of 4000+ ton ships not sinking after being struck?

My patrol log is of course realistically modest and my patrol is full of supposedly realististic frustration, on balance I am really enjoying the challenge so this is not even a complaint. The satisfaction of actually seeing a ship go down is that much greater which is a huge plus for any mod :)
It's just a simple question: Despite being a lot of masochist-flavoured fun, is this actually realistic?

On an interesting side note, I have found that the best way to prevent duds is by hitting the ship's hull at an angle between 50 and 60 degrees, with the torpedo set for magnetic/impact. All my beautiful 80-90 degree impact shots failed to detonate. Isn't that weird? (february 1943) I thought the chances of duds were supposed to increase on smaller angles? I know about the firing pins getting bent on right angles but I thought that was for German torpedoes, maybe I have my stats the wrong way round.

MDV_4life 11-13-08 11:53 AM

Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by MDV_4life
Question;
Do you have to start your campaign all over if I disable RFB 1.51 & enable 1.52?

And i've came across something weird yesterday, a bug i guess...

I attacked a single ship, a troop transport ship if i remember it right.

I fired 3 torps at it and all 3 hit, and i'm deffinitly sure that was way enough to sink it. Then i suddenly see the interior of that ship. Like the inside out :-?

And suddenly it disappears ...

I reloaded my save several times and it happened every time.

Does any one every encountered this?

Yes, you need to re-start your campaign if you disable 1.51 and enable 1.52. Also note that only the current version of RSRDC works with 1.52.

I don't use RSRDC.
Thanks for the repley

<Jason> 11-13-08 03:13 PM

thanks for the info guys.

1) i do open the doors :p

2) ill try the funnel for the mogami.

3) i am using the training mission so its always the same speed and distance time after time.

thanks again :up:

MDV_4life 11-13-08 04:09 PM

Quote:

Originally Posted by <Jason>
thanks for the info guys.

1) i do open the doors :p

2) ill try the funnel for the mogami.

3) i am using the training mission so its always the same speed and distance time after time.

thanks again :up:

It's only a matter of time. I'm sure that in a month or waaaaay less you will not even have to think what you have to do next :up:

In the recognition manual is the point where you have to lower you stadiometer pointed with a red stripe, isn't it?

Just indenify the ship correctly, what ain't gonna be a problem in the training and look at the 'mast' heights and do your thing.

Make sure your AOB and specially speed is correct and update your range one last time before shooting to make sure.

And let's give me a hint. Don't try the automatic shooting.
You will give up on the game just because it's just not fun anymore when hitting a target ( wich should give a :D feeling )

Remember that even we didn't know how to hit a thing when we started. Don't give up and experiment with some mods so you'll love the game it's full 100%. But for now, practice.

Good luck ! ;)

AVGWarhawk 11-13-08 05:43 PM

Quote:

Originally Posted by MDV_4life
Quote:

Originally Posted by <Jason>
thanks for the info guys.

1) i do open the doors :p

2) ill try the funnel for the mogami.

3) i am using the training mission so its always the same speed and distance time after time.

thanks again :up:

It's only a matter of time. I'm sure that in a month or waaaaay less you will not even have to think what you have to do next :up:

In the recognition manual is the point where you have to lower you stadiometer pointed with a red stripe, isn't it?

Just indenify the ship correctly, what ain't gonna be a problem in the training and look at the 'mast' heights and do your thing.

Make sure your AOB and specially speed is correct and update your range one last time before shooting to make sure.

And let's give me a hint. Don't try the automatic shooting.
You will give up on the game just because it's just not fun anymore when hitting a target ( wich should give a :D feeling )

Remember that even we didn't know how to hit a thing when we started. Don't give up and experiment with some mods so you'll love the game it's full 100%. But for now, practice.

Good luck ! ;)

MDV is right on this. Go for the manual solution. Once you figure it out, it is very satisfying to get your kill. The biggest thing is identifying the ship correctly. Make at least 3 good observations and update you TDC with every observation. Get within 1500 yards before you let the torps go.

<Jason> 11-13-08 06:06 PM

i am on manual targeting. before downloading real fleet boat, i could sink em' with no problem.

i will keep trying and ill check the recog manual and look for the red line. that might be the problem.

thanks chaps! :up:

Gorshkov 11-13-08 06:33 PM

I play now SH4 with RFB 1.52 and RSRD mods. In the first German training mission on IXD2 U-boat I have observed strange issue. My U-boat was detected being submerged by enemy merchant which started to shot at me with deck gun! I must add I was closing to her submerged at periscope depth all the time for several kilometeres.

So how she could detect me visually???

LukeFF 11-13-08 06:51 PM

Quote:

Originally Posted by Bosje
cant find anything said about this at first glance, so I thought you might want to know about this: (although it's obviously priority number 20039447 on the list)

missing textures and upside down/reverse gauges and switches in the gato control room

(several dials and switches on the starboard side: mbt gauges and a switch to the front side. also, when you walk around the steering wheel there is a ladder up to a hatch, where a repair crew guy stands when active. if you look from that position back into the control room, the wall is missing. Weird as the wall is there just fine when you look at it from the starting position in the control room.)

anyway, just in case anyone cares. (never noticed this before, could even be a stock issue. i dunno. I just noticed it when i took a tour through my boat during some test dives.

They are stock issues. It might be possible to fix the reversed gauges, though it likely will take a lot of work.

LukeFF 11-13-08 06:56 PM

Quote:

Originally Posted by Bosje
On an interesting side note, I have found that the best way to prevent duds is by hitting the ship's hull at an angle between 50 and 60 degrees, with the torpedo set for magnetic/impact. All my beautiful 80-90 degree impact shots failed to detonate. Isn't that weird? (february 1943) I thought the chances of duds were supposed to increase on smaller angles? I know about the firing pins getting bent on right angles but I thought that was for German torpedoes, maybe I have my stats the wrong way round.

The German torpedo duds had the opposite problem of the American ones: any hit at less than a 20-degree angle was almost certain to be a dud. The Mark 14, on the other hand, was almost always a dud with a hit at or near 90 degrees. (In 1943, the USS Tinosa fired something like 10 torpedoes at a stationary tanker, at a near 90-degree angle, and all were observed to be duds. A short time later, Lockwood's test of dropping torpedoes at a 90-degree angle from a height of 100 feet resulted in every one of them being duds). The original contact firing pin fitted to the Mark 14 was simply a very bad design.

Bosje 11-13-08 07:09 PM

ah right, that was it :)

ok, only 60 degree shots from now on, cheers :)

399nkov 11-14-08 05:42 AM

Don't give on the 90 degree shot completely. Things get better as you move along in your career, 1944.

MDV_4life 11-14-08 07:04 AM

Quote:

Originally Posted by <Jason>
i am on manual targeting. before downloading real fleet boat, i could sink em' with no problem.

i will keep trying and ill check the recog manual and look for the red line. that might be the problem.

thanks chaps! :up:

I have to notice that you will see that red line when you activate RFB.
And if you find the plotting map is to hard ( because it changes with RFB ) then search for the EZ Plot V1.0, but it's your choice.

I downloaded RFB 1.52 yesterdag and i noticed that i couldn't walk around in my sub anymore. (F2) But i can on the conning tower. Is this a bug or is it a change with this version?



Questin apart from RFB;

Whenever i try to play the sub XVIII , my game crashes to desktop.
I think this issue can be caused by UBM mission pack or Z_Enable XVIII In carreer start mod.

I don't want to disable them because if i have to reinstall them i have a bunch of others to be re-activated :shifty:

Bosje 11-14-08 09:12 AM

huh? i find that the red lines are gone from the recognition manual in RFB 1.52 and the walking around is actually better than i ever saw it

prolly got some files screwed up there


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