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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Electrician's Mate
![]() Join Date: Jan 2006
Posts: 139
Downloads: 33
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So, after owning the game for 3 years, I've finally decided to install it (along with UBoat Missions) and give it another go. On top of this I've also installed RFB.
First off, the crew management is an absolute piece of crap. I miss the idea of having a crew quarters to station crew members that weren't in use, so that when I tell someone to man the deck gun, instead of repeating "Yes Sir" 5 times, and not actually manning it as in SH4, it just took a bunch of guys out of your quarters and assigned them to your deck gun. And then there is the matter of your watch crew not actually coming off station when the boat submerges, leaving them vulnerable to depth charge attacks. Seriously, how did this get through the beta tests? They DID test it, right? And then, all this crew management wouldn't be such a pain in the arse if it weren't for the crappy drag and drop. At least in SH3, you could select a compartment, and then right click on all the crew members you want to go to that compartment. How come they took it out? And how come, when I switch engine speed to Flank, the XO responds with "Yes Sir, all ahead flank, Yes Sir" Freaking too many Yes Sirs, and heaven forbids that they are unable to comply, in which case they just keep repeating Yes Sir until they CAN comply. What the hell? Also, I got a massive frame rate hit when I installed RFB, I understand that this is all due to the environment mods and stuff, is there any way to turn it off though, and just keep the realism upgrades? Failing that, is there anything else I can do to increase my performance? [edit]Almost forgot, another thing, how come determining speed is such a massive pain in the butt? I seem to recall it being pretty straightforward in SH3, why change something that wasn't broken?[/edit] Cheers in advance people ![]() Phantom
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![]() Last edited by Phantom II; 04-16-10 at 01:26 AM. |
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#2 |
SH4 Mod Team
![]() Join Date: Mar 2008
Posts: 165
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No, RFB is a one-shot deal. There's no real practical way to pull out the environmental upgrades without messing with the rest of the mod. See, the way the AI interacts with the player is interlinked with the environment mods that are a part of RFB.
As for the crew management stuff, that's why there are empty slots below decks for the watch crew. That's the only way to keep the watch crew from being unrealistically injured when the boat is submerged. It's explained in more detail in the manual.
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Thanks for everyone's encouragement and support. The RFB team is an open group and our work is open to anyone. Although we have a separate forum for development and testing, it is not a private forum, so you can drop in and see what's going on or contribute. The forum is open to other developers that need a place to exchange ideas too. http://forum.kickinbak.com/index.php...647a9120c08614 |
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#3 | |
Electrician's Mate
![]() Join Date: Jan 2006
Posts: 139
Downloads: 33
Uploads: 0
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Hmm okay, but isn't there an easier way to move your crew than having to drag and drop each individual crew member (All 15 of them) every time you go below? Aaand, as far as range estimations go on your targets, how come its impossible to get your Sonarman to give you an accurate range estimation? I keep having to do it manually through the hydrophone (because I keep getting ridiculous ranges), I mean active sonar should effectively eliminate the need for the Stadimeter range estimation. And after finally calculating the range, I keep getting stupid speed estimations as well. For example, in the torpedo tutorial, It keeps estimating the cruiser's speed to be around 6-7 knots, when in reality its closer to 11 knots. Does this mean I'm going to have to do each calculation manually on paper using trig, since it'll be far more accurate?
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![]() Last edited by Phantom II; 04-16-10 at 02:00 AM. |
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#4 |
SH4 Mod Team
![]() Join Date: Mar 2008
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Nope
__________________
Thanks for everyone's encouragement and support. The RFB team is an open group and our work is open to anyone. Although we have a separate forum for development and testing, it is not a private forum, so you can drop in and see what's going on or contribute. The forum is open to other developers that need a place to exchange ideas too. http://forum.kickinbak.com/index.php...647a9120c08614 |
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#5 |
Electrician's Mate
![]() Join Date: Jan 2006
Posts: 139
Downloads: 33
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Can anyone explain the inconsistency I'm getting with range estimation? When I use the stadimeter in the tutorial I get the target at ~800yds, but when I ping it with sonar it gives me ~1400yds. Whats up with that? It just seems like my speed calculation is really low since the computer estimates it at ~6-7kts :/ Its really frustrating
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#6 |
Electrician's Mate
![]() Join Date: Jan 2006
Posts: 139
Downloads: 33
Uploads: 0
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Gah this is pathetic. When I start a combat patrol on my career (using RFB), if I'm in Pearl and I go to the bridge, the game just CTDs
I'm going back to SH3, which is pretty sad because I love the Pacific Theatre of Operations and the Fleet Boats ![]()
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#7 | |
Grey Wolf
![]() Join Date: Sep 2009
Location: Egypt
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I dont use sonar except to estimate range when I'm submerged without periscope UP... Besides, the stadimeter can give more accurate reading as light travels faster than sound.. ![]() ![]() ![]() ![]() ![]() ![]()
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