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Old 05-30-07, 10:35 AM   #691
tater
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Fixed bomb loads released:

http://www.subsim.com/radioroom/show...937#post551937



Regarding contact reports, I think there are simply way way too many of them for just sightings, and not enough detail on stuff that would have been ULTRA.

I was thinking that I would keep my layers with contact reports gutted to single digit %s over longish time periods (increasing % and decreasing interval as the war progresses). I think the next thing I will do, is to increase selected groups' contact report probability if they look to be under cover of allied air.

Then (here is the major change), I would make a set of layers by year:
41_Jap_ULTRA.mis
42a_Jap_ULTRA.mis
and so forth.

These missions would have TFs, convoys, isolated important merchants and troop transports that were picked up by ULTRA. These units will not have contact reports any different % wise, but I would add radio messages marked ULTRA that would give information that was at times VERY specific. Like a date and time they would be in an exact position. Date they were to put in to port, etc. Sometimes ULTRA was wrong, even just because of navigational errors of the target, but that can be fixed with a few radius waypoints that will alter the ETA and position.
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Old 05-30-07, 10:43 AM   #692
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Quote:
Originally Posted by clayp
Do you understand what they are talking about with changing a file to make the torpedoes work better?....
Yeah. They just replace RFB's 'Torpedoes_US.sim' file with the standard SH4 'Torpedoes_US.sim' file in the SH4\Data\Library folder. Replacing the file brings back the standard torpedoes that people who can't handle the truth use ( LOL, just kidding). It's possible to replace this file because the data in it is pretty much 'stand-alone' - i.e. it doesn't have any links with any other files that are changed in RFB, so swapping it with the old SH4 file won't cause any problems.
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Old 05-30-07, 10:52 AM   #693
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Quote:
Originally Posted by Beery
Quote:
Originally Posted by clayp
Do you understand what they are talking about with changing a file to make the torpedoes work better?....
Yeah. They just replace RFB's 'Torpedoes_US.sim' file with the standard SH4 'Torpedoes_US.sim' file in the SH4\Data\Library folder. Replacing the file brings back the standard torpedoes that people who can't handle the truth use ( LOL, just kidding). It's possible to replace this file because the data in it is pretty much 'stand-alone' - i.e. it doesn't have any links with any other files that are changed in RFB, so swapping it with the old SH4 file won't cause any problems.
Thanks....
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Old 05-30-07, 10:59 AM   #694
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Quote:
Originally Posted by tater
That's great! Now I can stop worrying about the realism of planes so much.
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Old 05-30-07, 11:12 AM   #695
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MR Berry Sir,where do you get this file Torpedeos_US SIM from? I tried to get it from the CD but cant...
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Old 05-30-07, 11:17 AM   #696
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clayp, did you use JSGME to install RFB?

If so, use JSGME to uninstall the RFB mod. Go into the MODS folder, then delete the torpedo file in the RFB mod, then reinstall RFB with JSGME. It will then not replace that file and use the default.
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Old 05-30-07, 11:24 AM   #697
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Quote:
Originally Posted by tater
clayp, did you use JSGME to install RFB?

If so, use JSGME to uninstall the RFB mod. Go into the MODS folder, then delete the torpedo file in the RFB mod, then reinstall RFB with JSGME. It will then not replace that file and use the default.
AYE AYE SIR!!!!!!!.....
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Old 05-30-07, 11:36 AM   #698
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Quote:
Originally Posted by Beery
Quote:
Originally Posted by buteobuteo
I have also had this problem, in three patrols with RFB around 50 torps have had an error of about 20 degree's to port.
If I recall right EGAN reported the same thing when testing CCIP's Dud Torpedo Mod. The strange thing is once I compensated for it there were hardly any duds and no premature detonations.
But this is definitely a stock game bug. I've only ever had it BEFORE I ever installed CCIP's torpedo mod. As I see it if it's in the stock game it can't be a torpedo mod bug, even though it will undoubtedly show up in RFB.

The fact that it shows up in RFB and when using the torpedo mod only proves that it is a game bug. It doesn't mean it's a bug in the mod. If no one had ever seen it in the stock game I'd have to agree that it has something to do with the mod, but I've seen it when playing unmodded SH4.

If it's a vanilla SH4 bug, and it must be, the chances of us finding and fixing it are extremely low.
Sorry to come back to his theme again, i was off some days.

Look here:

Found the Yamato on the second career patrol in the evening...



Got into close postion later and nailed the Yamato 8 times:



4 bow and later another 4 aft torps...thje result:




This was deep water, target was moving 15 knts and i had to aim 18 degrees right to hit in in close range ( aprox 900 yards in with the bow and 1500 yards with the aft ones )

I do have this problem ( 18 degrees right preaim ) since i switched from 1.24 to 1.27. Pics are older and were made with the 1.24 version. I can reload that and make pics with the 1.27 again if you need them
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Old 05-30-07, 11:38 AM   #699
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Quote:
Originally Posted by Beery
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.
I added a lower-case "c" immediatly after the "R" to stop altering the volumn when using the zoom in other views ie:-
Key0=0x005,Rc,"Ctrl+M.wheel"

And I lower the volumn when leaving the sonar station.

Regarding the contacts I think you are probably right. After all not many people would want to spend several hours searching for one ship only to find it's friendly or neutral. That would be more frustrating than finding nothing.
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Old 05-30-07, 12:37 PM   #700
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Quote:
Originally Posted by tubdiver
I do have this problem ( 18 degrees right preaim ) since i switched from 1.24 to 1.27. Pics are older and were made with the 1.24 version. I can reload that and make pics with the 1.27 again if you need them
Players who are having this problem a lot should probably remove the
Torpedoes_US.sim file from the mod and go with the standard game's torpedoes. I'm sure if I was seeing this problem a lot I'd probably remove the mod and try to track down the problem, but I've never seen the problem after I installed this mod so, to be honest, it's hard for me to get motivated.
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Old 05-30-07, 12:41 PM   #701
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Quote:
Originally Posted by buteobuteo
I added a lower-case "c" immediatly after the "R" to stop altering the volumn when using the zoom in other views ie:-
Key0=0x005,Rc,"Ctrl+M.wheel"
I thought it only adjusted the hydrophone volume. It shouldn't affect the overall sim volume - should it?

I tested it in the game without the Ctrl and it seemed to work fine. But it didn't occur to me to adjust the volume outside the hydrophone view (except to test that the binocular zoom still worked). I didn't notice any change in volume when zooming the binoculars.
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Old 05-30-07, 07:34 PM   #702
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Default Need some help please!

http://www.subsim.com/radioroom/show...=108931&page=3

Haven't received any replies to above post so I thought I'd come over here. I'm trying to do the realism thing running version 1.2 and RFB 1.27. I've found that there are some listed issues with the TDC not operating correctly. Especially when tracking targets crossing from port to starboard across ownship track. Just wondering if anyone knows whether or not this has been fixed and whether or not my technique (see above referenced post) is on the right track (no pun intended) or if I simply suck at manual TDC operation and need to go back to playing at the Noob level.
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Old 05-31-07, 12:42 AM   #703
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Quote:
Originally Posted by Driftwood
http://www.subsim.com/radioroom/show...=108931&page=3

Haven't received any replies to above post so I thought I'd come over here. I'm trying to do the realism thing running version 1.2 and RFB 1.27. I've found that there are some listed issues with the TDC not operating correctly. Especially when tracking targets crossing from port to starboard across ownship track. Just wondering if anyone knows whether or not this has been fixed and whether or not my technique (see above referenced post) is on the right track (no pun intended) or if I simply suck at manual TDC operation and need to go back to playing at the Noob level.
Driftwood, you'll probably find that it's the Dud Torpedoes Hardcore mod. Mod by CCIP thats included in 1.27 that's causing it.
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Old 05-31-07, 03:35 AM   #704
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After eight patrols in '41 & '42 in a Salmon and a Gato I have given up on the Dud Torpedo Mod. I really like the idea but out of the 8 patrols I scored no hits at all in 6 of them and in the other two I got 80% and 100% hits. The average hit rate of 22.5% would be fine if it were spread out more evenly through each patrol, but now I know that if the first 2 or 3 miss the next 20 odd will too, it's not fun anymore.

Thanks to CCIP for the Mod and Beery for including it, it's an excellent idea and if I could use it without the statistical clustering I would.

On the subject of single contacts appearing on the chart. I have always assumed these were sighting reports from other subs or aircraft. Regarding Ultra material, this was always so heavily disguised that no one outside of the Ultra "need to know" people knew that it was Ultra.
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Old 05-31-07, 06:07 AM   #705
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Quote:
Originally Posted by Fearless
Quote:
Originally Posted by Driftwood
http://www.subsim.com/radioroom/show...=108931&page=3

Haven't received any replies to above post so I thought I'd come over here. I'm trying to do the realism thing running version 1.2 and RFB 1.27. I've found that there are some listed issues with the TDC not operating correctly. Especially when tracking targets crossing from port to starboard across ownship track. Just wondering if anyone knows whether or not this has been fixed and whether or not my technique (see above referenced post) is on the right track (no pun intended) or if I simply suck at manual TDC operation and need to go back to playing at the Noob level.
Driftwood, you'll probably find that it's the Dud Torpedoes Hardcore mod. Mod by CCIP thats included in 1.27 that's causing it.
Thanks for your reply Fearless. Not sure if this is the case or not. Unless this particular mod makes your fish run off in directions that don't appear to have anything to do with my solution.I've had dud hits and that's ok, part of the realism for the time period. As I described in my other post my problem has been that after getting what I consider a reasonable solution my fish will oftentimes will be WAY off track. Is there a way to disable this particular part of RFB 1.27 so I can do some testing?
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