![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1951 | |
Commodore
![]() Join Date: Mar 2007
Posts: 604
Downloads: 139
Uploads: 0
|
![]() Quote:
![]() ***EDIT*** I have playtested RFB+Webster mods again and I must add that under-keel detonation is here probably more effective. For example I sunk above 9000 tons passenger liner with two torps using this method and mentioned above targeting procedure. I feel these two mods combined gave us the most realistic sinking model in all SH3 and SH4 stock and modded games versions! ![]() Last edited by Gorshkov; 11-16-08 at 12:30 PM. |
|
![]() |
![]() |
#1952 | |
Bosun
![]() Join Date: Jul 2007
Location: Germany
Posts: 67
Downloads: 61
Uploads: 0
|
![]() Quote:
![]() I dont know anything about firing at the funnel when not on automatic targetting. I can fire only up to six fish. Most the time i have no duds even dud torpedoes is setted. Maybe its because my max fire distances is 800 yards. Back to my question: Lets say i fire 6 torpedoes (like i always do on ships > 4000 tons) and i have 6 impacts. What would a WW2 captain have done ?? Go away ?! If i do so so... i would never get anything, because the minimum sinking time of all ships i hit before was > 2 hrs game time. My problem would not be getting some times credits and sometimes not... ![]() ![]() I fear the day when i see the first big aim guarded by DD. In my first 9 months of the new carreer i only got on single merchants. |
|
![]() |
![]() |
#1953 | |
Commodore
![]() Join Date: Mar 2007
Posts: 604
Downloads: 139
Uploads: 0
|
![]() Quote:
@LukeFF: Check if some merchants do not have too big draft values. I fired several times torps set at influence detonator and exactly specific draft value but they flew under ship with no explosion. For example: - Medium Old European Composite: ONI draft 7,6 m but real draft 5 m - Small Passenger Carrier: ONI draft 5,2 m but real draft 4 m Last edited by Gorshkov; 11-16-08 at 02:03 PM. |
|
![]() |
![]() |
#1954 |
Seasoned Skipper
![]() Join Date: Apr 2008
Posts: 732
Downloads: 89
Uploads: 0
|
![]()
gorshkov: torpedoes are prone to running too deep, its a torpedo failure which is modeled into the game
__________________
And when an 800-ton Uboat has you by the tits... you listen! |
![]() |
![]() |
#1955 | |
Sea Lord
![]() Join Date: Aug 2007
Location: Too far from the Pacific right now...
Posts: 1,634
Downloads: 0
Uploads: 0
|
![]() Quote:
1. In RL in the Pacifc theatre, ships could take from minutes to hours to sink. Often, US subs didn't get to "stick around" and were credited with sinkings AFTER the war. That how it was... 2. Magnetic detonators were unreliable in the Pacific due to changes in the Pacific magnetic fields vs the Atlantic in which ONLY A SINGLE TESTING of the magnetic exploders were conducted by NavBuOrd. Many Pacific fleet skippers ordered the magnetic detonators disabled. 3. The ship acceleration model is being examined by the RFB TEAM. It is a work in progress and a known issue from the stock game. You have webster's mods... be satisfied with them. It's highly doubtful that the RFB TEAM will overhaul the torpedo damage model any further.
__________________
RFB / RSRDC Beta Tester RFB / RSRDC Modding Forum: http://forum.kickinbak.com/index.php RFB Top Post link: http://www.subsim.com/radioroom/showthread.php?t=125529 RFB Loadout: RFB_V1.52_102408: RFB_V1.52_Patch_111608: RSRDC_RFBv15_V396 |
|
![]() |
![]() |
#1956 |
Bosun
![]() Join Date: Aug 2008
Location: Finland
Posts: 61
Downloads: 100
Uploads: 0
|
![]()
During my last patrol i hit Medium Modern Composite Freighter with my last three torpedoes (bow and stern hits, under the masts, magnetic detonations, but way above the max. Draft). She kept going round 7 - 10 knot even when flooded to the deck level. After few hour of shadowing she was still doing fine so i decided to finnish her with the deck gun... but, i ran out of ammo before anything happened (hull shots, below waterline, close range). In that point i was so frustrated (well simulated...) that i decided ruin my career by ramming her with my boat, to see is it possible to sink her without anykind of ammunition... didn't help. She must have been loaded with the kork or ping-pong balls... Finally i decided to head back to port. I allmost made it but the game crashed (has happened only twice before with different mods than RFB...).
![]() ![]() ![]() A sad story....Anyway i noticed that my boat didn't take anykind of damage while i was ramming the Medium Modern Composite Freighter and listening the colision sound. Was this somekind of "momentary lapse of reason" that finally leaded to game crash or "bug" in (fleet)boats damage model?
__________________
The sum of the intelligence on the planet is a constant; the population is growing. — Mr. Cole RFB+RSRD+OM @ 100% realism |
![]() |
![]() |
#1957 |
Commodore
![]() Join Date: Mar 2007
Posts: 604
Downloads: 139
Uploads: 0
|
![]()
1. In reality this is correct but it is possible with SH4 game engine to be credited with kill without being close during ship's sinking? If no, we are deprived of large parts of credit which WW2 skippers were granted.
2. OK, but this magnetic detonator malfunctions are also active in RFB mod without dude torpedoes selected in game options? If so, I will use only contact detonators and torpedo depth set at 3 meters all the time. PS. Of course increasing torpedo power has not to be in the RFB designers scope. All depends on how good sinking mechanism will be. Simply if ships sink too long or after unrealistic number of hits, some people will use "software accelerators" to fix this issue. Other guys can feel well with RFB sinking model and will use "stock RFB". |
![]() |
![]() |
#1958 | |
Commodore
![]() Join Date: Mar 2007
Posts: 604
Downloads: 139
Uploads: 0
|
![]() Quote:
Additionally type XXI U-boat still missing Walter propulsion control. Yet the worse is I cannot fix this problem by replacing HUD.dds file that taken from Trigger Maru mod. It was possible in previous RFB version. A sad story... Last edited by Gorshkov; 11-16-08 at 03:17 PM. |
|
![]() |
![]() |
#1959 |
Navy Seal
![]() |
![]()
Folks, the RFB people have passed judgment on your ideas of more destructive torpedoes. They break RFB. I suggest you take your irrelevant discussion elsewhere into your own thread.
For better or worse, RFB is what its creators say it is. Please make room for those who appreciate these people's hard work. In Observer's damage thread alone there were over 475 messages during exhaustive testing of the damage models. These people know what they're doing and are very good at it. If you just want to blow stuff up, don't use half-measures. Load up my Subnuclear Weapons and go to town!
__________________
Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
![]() |
![]() |
#1960 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
|
![]()
The patch for 1.52 is complete and has been uploaded to the server. See the first link in this thread for details.
Fixes:
__________________
![]() ROW Sound Effects Contributor RFB Team Leader |
![]() |
![]() |
#1961 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
|
![]() Quote:
__________________
![]() ROW Sound Effects Contributor RFB Team Leader |
|
![]() |
![]() |
#1962 |
Commander
![]() Join Date: Dec 2001
Location: Großbritannien
Posts: 452
Downloads: 48
Uploads: 0
|
![]()
Wow, that was quick work with the patch. Great, thanks a lot!
Off to DL. ![]() |
![]() |
![]() |
#1963 |
Commander
![]() Join Date: Jun 2006
Posts: 476
Downloads: 21
Uploads: 0
|
![]()
Luke, chill out man. I think you're overreacting. Is this still a free forum, or is it RFB forum ?
|
![]() |
![]() |
#1964 |
Watch
![]() Join Date: Sep 2008
Posts: 21
Downloads: 0
Uploads: 0
|
![]()
Excellent job with this mod, I love the thing but am I missing something about rigging for depth charges?
The manual says the OOD's should be moved to the open position in the con and that the player must manually rig for depth charges. So I have moved the guys to their location....and now what am I supposed to do to rig for DC's? A button to push, key command, something? Or is this just a move the guys and it happens automatically kind-a-thing? Anyhow, thanx for the efforts and any help with this dilemna. CD |
![]() |
![]() |
#1965 |
Bosun
![]() Join Date: Jul 2007
Location: Germany
Posts: 67
Downloads: 61
Uploads: 0
|
![]()
@LukeFF and the complete RFB Team !
![]() ![]() ![]() Suddenly he decided to change course from 238 to 270. To late for any changes. I fired four fish at him. 2 impacts at the stern, 2 missed. With free camera i discovered that he had a big hole underwater and the screw was blown away. And then a dream turned into reality. Maybe up to 2-3 min at all, the tanker lost his complete acceleration, lost his power and there he stood like a lame duck just drifted by the real calm pacific. WOW !!! No need to tell what happend then. ![]() Big thx to all your RFB Modders !!! Last edited by kwbgjh2; 11-17-08 at 04:02 AM. |
![]() |
![]() |
|
|