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Old 05-30-07, 08:06 AM   #676
Beery
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Quote:
Originally Posted by The Avon Lady
Quote:
Originally Posted by TripleDaddy
...I hear a splash and an immediate explosion. One of the destroyers apparently dropped a depth charge set for 10', because he blew up his stern. Minor fires, speed dropped to 2 knots and the stern was awash. Not looking a gift horse in the mouth, I put as much distance between him and me as I could and watched in amazement as the other two destroyers did exactly the same thing.
It's SH3 deja vu all over again.
Yeah, I've seen this too. Looks like we're going to have to fix that in SH4 just like we had to do in SH3, by adjusting the minimum depth of DCs (or was it the precision setting?). Although the reduced effectiveness of DCs in RFB should make escorts less likely to blow themselves up.

By the way, good to see you here, Avon Lady!
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Old 05-30-07, 08:23 AM   #677
perisher
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Quote:
Originally Posted by Jaber
What about damage to the engine and other parts of the ship? Seems if you put enough AP shells through the engine compartments or control tower you could really mess up systems.

Thanks for all the help!! Not asking in offense, but instead trying to learn all this new ground.
On a couple of occasions, using RFB, I have used the deck gun and successfully stopped ships, or reduced their speed significantly. Fires are hard to start but 20mm does a better incendiary job than 3 or 4 inch, or so I find. I would think that reflects real life as all 20mm is tracer.
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Old 05-30-07, 08:35 AM   #678
tater
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Regarding some people having really awful torpedo failure rates vs others (as if 70% wasn't awful enough), I have also wondered about how "random" random stuff in game is.

I noticed in one player file, a "random seed" number that is presumably used by the random number generator. What if it is given to you at the start of a campaign, and that's it? All random "rolls' are simply using this one number?, or some of the numbers are broken?

Might be interesting for someone with a "normal" failure rate to post their number, and someone with a 100% failure rate could try subbing the "good" seed and see if they get good results.

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Old 05-30-07, 08:43 AM   #679
tater
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BTW, beery, I notice on the "to do" list there is a rework of bomb effectiveness. Remember when doing this that most of the japanese planes have bomb loads that are 3-6 times their historical load (on smaller planes) while the larger planes have only maybe 2-3 times their real loads, lol.

I have fixed this, and while I was waiting to finish a mod with the airbases, CV airgroups, etc also changed as a total air mod, I can release the fixed loadouts right away if that would make your life easier, I already have it in JSGME format for ease of testing.
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Old 05-30-07, 09:10 AM   #680
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Quote:
Originally Posted by clayp
Can I use the "supergun mod" in RFB1.27 without screwing anything up? I cant hit the barn with torpedos....
Can someone please answer me....
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Old 05-30-07, 09:10 AM   #681
Beery
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Quote:
Originally Posted by tater
BTW, beery, I notice on the "to do" list there is a rework of bomb effectiveness. Remember when doing this that most of the japanese planes have bomb loads that are 3-6 times their historical load (on smaller planes) while the larger planes have only maybe 2-3 times their real loads, lol.

I have fixed this, and while I was waiting to finish a mod with the airbases, CV airgroups, etc also changed as a total air mod, I can release the fixed loadouts right away if that would make your life easier, I already have it in JSGME format for ease of testing.
That would be absolutely fantastic! Also I'd be very interested in the mod with corrected airbases etc.

The good thing about this sim is that the aircraft effectiveness seems to be one thing that the developers got right. In SH3 if I got caught on the surface by an aircraft I was pretty much assured of being dead within two minutes. They occasionally missed by a mile, but usually they hit the conning tower. In SH4 they're often close, but aircraft attack is not an automatic death sentence.
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Old 05-30-07, 09:13 AM   #682
Beery
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Quote:
Originally Posted by clayp
Quote:
Originally Posted by clayp
Can I use the "supergun mod" in RFB1.27 without screwing anything up? I cant hit the barn with torpedos....
Can someone please answer me....
I must admit I haven't got a clue. What files does this 'supergun mod' modify? I did a search for 'supergun mod' but couldn't find anything.
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Old 05-30-07, 09:28 AM   #683
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You'd need to convince beery that they put one of these:

on a fleet boat.
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Old 05-30-07, 09:34 AM   #684
clayp
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Quote:
Originally Posted by Beery
Quote:
Originally Posted by clayp
Quote:
Originally Posted by clayp
Can I use the "supergun mod" in RFB1.27 without screwing anything up? I cant hit the barn with torpedos....
Can someone please answer me....
I must admit I haven't got a clue. What files does this 'supergun mod' modify? I did a search for 'supergun mod' but couldn't find anything.
http://www.subsim.com/radioroom/showthread.php?t=111231
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Old 05-30-07, 09:38 AM   #685
Beery
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Quote:
Originally Posted by clayp
Quote:
Originally Posted by Beery
Quote:
Originally Posted by clayp
Quote:
Originally Posted by clayp
Can I use the "supergun mod" in RFB1.27 without screwing anything up? I cant hit the barn with torpedos....
Can someone please answer me....
I must admit I haven't got a clue. What files does this 'supergun mod' modify? I did a search for 'supergun mod' but couldn't find anything.
http://www.subsim.com/radioroom/showthread.php?t=111231
I went to the download page but there doesn't seem to be any download there.

If you can tell me what files are contained in the mod I can tell you if it's compatible with RFB.
__________________
"More mysterious. Yeah.
I'll just try to think, 'Where the hell's the whiskey?'"
- Bob Harris, Lost in Translation.

"Anyrooad up, ah'll si thi"
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Old 05-30-07, 09:41 AM   #686
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I wonder if you have considered removing all single contacts from the map. If there is no radio report surely they would not show on the map. Maybe even remove all connvoys and TF's as well,you could still find them using map co-ordinates from the radio reports.

Another thing worth considering is adding the ability to adjust hydraphone volumn,Ive configured the mouse wheel for it,and have picked up contacts that my S.O. did not report and you could not hear on the stock setting.
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Old 05-30-07, 09:53 AM   #687
clayp
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Quote:
Originally Posted by Beery
Quote:
Originally Posted by clayp
Quote:
Originally Posted by Beery
Quote:
Originally Posted by clayp
Quote:
Originally Posted by clayp
Can I use the "supergun mod" in RFB1.27 without screwing anything up? I cant hit the barn with torpedos....
Can someone please answer me....
I must admit I haven't got a clue. What files does this 'supergun mod' modify? I did a search for 'supergun mod' but couldn't find anything.
http://www.subsim.com/radioroom/showthread.php?t=111231
I went to the download page but there doesn't seem to be any download there.

If you can tell me what files are contained in the mod I can tell you if it's compatible with RFB.

Heres the read me..

Super Guns v1.0 (previously Automatic Deck Guns v1.0)
Mod created by nvdrifter with TimeTraveller's Mini Tweaker utility

The story:
Recently, the US Naval Dept has developed secret, liquid-cooled automatic deck guns and nitrogen-cooled, high-speed AA/machine guns. Due to your exemplary service record, these super guns have been installed on your sub. You have been chosen to test these new super weapons in actual battle. Good luck.

What's new in this version (1.0):
-added high speed AA/machine 'gatlin' guns
-increased all shell clip amounts and storage amounts to 32,000
-doubled shell travel speed of all AA/machine gun shells
-shortened recoil time of deck guns. Will fire faster now


This mod give all guns 32,000 round magazine clips, making the deck guns fire like automatic weapons. The deck guns will now fire about 1,000 rounds per minute. All other smaller guns will now fire between 2,500 and 5,000 rounds per minute, like a gatlin gun. Total storage for each type of shell is 32,000. This mod is for the Quake player in all of us. Have fun.
**I dedicate this mod to all the rivet counting members in the SubSim SH4 modder's forum.**

To install, please use JSGME mod installer.

There is a bunch of sim. files for the different cal guns..
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Old 05-30-07, 10:04 AM   #688
Beery
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Quote:
Originally Posted by clayp
There is a bunch of sim. files for the different cal guns..
If it's just the Deck Gun sim files it should work fine with RFB. If you're using JSGME to install it you'll get a 'conflicting files' report, but the mod will work fine.
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Old 05-30-07, 10:23 AM   #689
Beery
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Quote:
Originally Posted by buteobuteo
I wonder if you have considered removing all single contacts from the map. If there is no radio report surely they would not show on the map. Maybe even remove all connvoys and TF's as well,you could still find them using map co-ordinates from the radio reports.

Another thing worth considering is adding the ability to adjust hydraphone volumn,Ive configured the mouse wheel for it,and have picked up contacts that my S.O. did not report and you could not hear on the stock setting.
I assume that's done by mapping Key0=0x05,R,"M.wheel" to the Change_hydrophone_volume command. Is that right?

I haven't done it. It may be worth doing though, as it was a useful feature of SH3. I think I will do it - I'll credit the change to you.

On removing all single contacts, I'm not really sure how realistic that would be. I have no idea how many contacts would be radioed to a sub. I'm sure the radio reports that we get in the game are probably much fewer than a real sub would get, but I've no idea whether a sub would be vectored in on single ships. I just don't know enough about it so what I do is try to balance it so that the game generates just enough contacts to let me keep up with a reasonable amount of tonnage over time and that allows me to get through a game in a reasonably short play session. With no contacts at all we'd probably have to do a hydrophone search every 50 miles or so, which would probably make it difficult to do an entire patrol in an evening game session. I think I prefer a balance that lets me get radio messages for enough contacts to keep me scoring, and that gives me the opportunity to do hydrophone searches when I really feel I need tonnage, and that lets me complete a patrol in a single session.
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"More mysterious. Yeah.
I'll just try to think, 'Where the hell's the whiskey?'"
- Bob Harris, Lost in Translation.

"Anyrooad up, ah'll si thi"
- Missen.

Last edited by Beery; 05-30-07 at 10:35 AM.
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Old 05-30-07, 10:27 AM   #690
clayp
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Quote:
Originally Posted by Beery
Quote:
Originally Posted by clayp
There is a bunch of sim. files for the different cal guns..
If it's just the Deck Gun sim files it should work fine with RFB. If you're using JSGME to install it you'll get a 'conflicting files' report, but the mod will work fine.
Thank you boss.... Do you understand what they are talking about with changing a file to make the torpedoes work better?....
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