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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2086 | |
Commodore
![]() Join Date: Jul 2008
Posts: 611
Downloads: 0
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I'm washing my hands of of the issue and refuse to comment further. Have a nice day. ![]() Last edited by Orion2012; 11-19-08 at 12:11 PM. |
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#2087 | |
Admiral
![]() Join Date: Aug 2007
Location: Suomi, sauna, puukko, perkele
Posts: 2,346
Downloads: 39
Uploads: 0
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![]() There's nothing new to this for the last few pages. |
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#2088 | ||
Commodore
![]() Join Date: Jul 2008
Posts: 611
Downloads: 0
Uploads: 0
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#2089 |
Navy Seal
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This guy can't figure out how the forum works and keeps posting blank messages. If that's what the rest of you want to see: Add that alleged person to your ignore list.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#2090 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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"Real data" means a list of all sinkings and damages in some time period with the number of hits recorded vs the true outcome.
4 fish fired, 2 hits, target sank (confirmed by owning country—with actual ship tonnage and name, not the claim of the skipper). That sort of thing. Need it for every single attack for at least some time period. A post that says, "I haven't actually looked at all (or even most) of the sinkings, BUT..." says nothing at all. Seems like in RFB the large majority of smaller merchants sink with no more than 2 fish, all the small ones can be had with 1, and some of that might be impatience waiting for mortally wounded ships to actually go under. Tankers are a special case since in the stock game NONE actually carry fuel as cargo.I'd be willing to bet that a quick mission built in RFB with a tanker that has fuel would result in 2 hits for a sinking. Note that in RL, ZERO japanese tankers of ~10k tons sank with one hit. Zero. 56% required 2-3 fish. Fully 1/3 of jap 10k AOs hit with 3 torpedoes got away. Bigger ones were harder. One 14k AO took 6 hits and was not sunk. (I just checked vs the real stats) DMs are tricky because you want realism as well as realistic variability. The latter is very hard. Also, the DM is altered by the campaign you chose to use, and that makes it tricky. Stock game has NO CARGO for any merchant. None, not ever. Altered campaigns might or might not have cargo because it depends on the DM. Add fuel to AOs in the stock game, and they sink with 1 hit, almost every time, when in RL none EVER sank with 1 hit in the PTO. So fuel might be rare in campaigns that have not caught up to the DM (dunno about RSRD, but my campaign has SOME with fuel, and some without). Ditto for ammo. A DM for ships needs to function well for empty ships, then needs to be calibrated for ships with cargo. If the cargo is overdone (in terms of secondary explosions), then the cargo values might need to be altered. Muck around with default cargo, and you could screw up 3d party campaigns. Like everything else in SH4, it turns out that eventually it is all connected. |
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#2091 |
Machinist's Mate
![]() Join Date: Mar 2007
Posts: 126
Downloads: 64
Uploads: 0
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Hopefully my question did not dissappear into all chaff...but anyway here it's again. Can I change my deck gun from aft to forward deck, in Gato-class in RFB? When I try to do that upgrade, I lose the gun crew slots totally from crew management...and gun seems to sit on aft deck still...
Any advice or is it SH4 limitation or something ? Last edited by Sardaukar67; 11-19-08 at 01:27 PM. |
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#2092 | ||
Bosun
![]() Join Date: Aug 2008
Location: Finland
Posts: 61
Downloads: 100
Uploads: 0
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![]() ![]() @RFB TEAM: I recently installed bunch of radio station mods and they definately increase the immersion while sailing and seeking. But when i have to dive quickly due to air alarm or i just simply forget to turn the radio off before diving, the radio stays on and i'm not able to turn it off anymore while submerged (button disabled, as it should be). Entering the sonar station makes the radio to fade out, but it comes back while leaving the sonar. Is this a feature of tweaked SH4 game engine, or is there something wrong with my radiostations setup? I remember that earlier with RFB 1.51 the radio did fade out while diving? I installed radiostations manually to my sound/radio folder and edited the radio.ini file according the radio mod's instrucions.
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The sum of the intelligence on the planet is a constant; the population is growing. — Mr. Cole RFB+RSRD+OM @ 100% realism Last edited by IronPerch; 11-19-08 at 01:41 PM. |
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#2093 | |
Commodore
![]() Join Date: Jul 2008
Posts: 611
Downloads: 0
Uploads: 0
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#2094 | |
Admiral
![]() Join Date: Aug 2007
Location: Suomi, sauna, puukko, perkele
Posts: 2,346
Downloads: 39
Uploads: 0
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#2095 | ||
Commodore
![]() Join Date: Jul 2008
Posts: 611
Downloads: 0
Uploads: 0
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I believe that most boats had the deck gun on the aft deck before a certain date, perhaps none were moved before the conning upgrades began?? Luke, if you have a more appropriate answer please share, PLEASE. Last edited by Orion2012; 11-19-08 at 03:33 PM. |
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#2096 |
Bosun
![]() Join Date: Jul 2007
Location: Germany
Posts: 67
Downloads: 61
Uploads: 0
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Maybe my enthusiasm was to great to make my intenions in this post clear.
http://www.subsim.com/radioroom/show...postcount=1975 Here a new try. ![]() The most buggy thing for me in stock sh4 was the steaming ships without screws. How often it happened to me that after a stern explosion the screws were blown but "Super Freighter" switched to WARP drive and steamed away. Nothing seemed to help, neither TMO nor RFB. NO MORE IN RFB 1.52 with patch. After the guy lost his screw he lost power and stood still on the sea. REALLY GREAT, RFB TEAM. ![]() Next thing for me is very important and i want it to point out. Its the following report from the sonar guy: ![]() This report came shortly after the complete stop of the freighter. I always advice the sonar officer to follow the contact even when i attack with periscope. So far i only got this report AFTER the ship sunk report. No i got it immediate after powerloss of the freighter. Long before i could visual be sure that the propulsion of the guy was destroyed i got it by sonar officer. That is for me "real" realism. No need to get busy, no need to surface and endanger the deck crew by the deckguns of him, no need to fire more torpedoes. I just waited 40 mins and he sunk. To my personal opinion RFB is after the patch perfect. ![]() ![]() ![]() Thx a lot, kwbgjh2 |
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#2097 |
Sea Lord
![]() Join Date: Aug 2007
Location: Too far from the Pacific right now...
Posts: 1,634
Downloads: 0
Uploads: 0
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Excellent! It's good to read posts like yours that demonstrate the continuing development of RFB is in a positive direction and the patches are effective!
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__________________
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 |
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#2098 |
Officer
![]() Join Date: Apr 2008
Location: Pennsylvania
Posts: 239
Downloads: 108
Uploads: 1
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Loading screens
"New intro and loading screens by Galanti." I would like the members of the RFB team who check this thread to please pass along my admiration and appreciation of the work he did in making the new loading screens. I find myself wishing they would stay on screen until the game is completely loaded.
Thanks to the creator and thanks to the team leader for having the good sense to include them ![]() |
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#2099 |
Machinist's Mate
![]() Join Date: Mar 2007
Posts: 126
Downloads: 64
Uploads: 0
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It's been quite good experience, after 6 war patrols and 2 new commands. Gar -> Gato -> Balao. It is sometimes very hard to wait ship to sink, even though you know it'll sink.
Had small freighter, it took 2 torpedo hits and was dead in the water. OK, I used the time to wait it to sink to have some gunnery experience. 3" is not doing much, though...but every bit helps. ![]() Very good job, I have had quite interesting time with RFB ! ![]() |
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#2100 |
Watch
![]() Join Date: May 2007
Posts: 19
Downloads: 40
Uploads: 0
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I've been away from SH3/4 for a while now. Just came back to see the new version of RFB. I have to say, you guys have really done a great job! It saddens me to see people complaining about this-and-that when they are getting something for free that has cost a lot in time and effort on the part of the modders. No one forced you guys to do what you do, but you do it anyway, and I think MOST of us a very grateful!
Well, as I said, it's been a while for me and SH4, so like the little newbie skipper that I am, I did something really stupid. I was on patrol around Paramushiro, and hadn't see anything in days. While in the south end of the channel, I picked up a sound contact that seemed to be entering the north end. I decided to surface and try to catch up to the merchant. THROUGH THE CHANNEL. If you've been there, perhaps you know where I'm going with this... Apparently, there are shore batteries sitting there, waiting for a poor fool like myself. While below deck, I here a WHOOOSH.... SPLASH. "Oh crap." I jump up to the bridge just in time to see a muzzle flash off into the distance. At the same time as I order a crash-dive, a shell hits the engine room. Result: http://img517.imageshack.us/my.php?image=sunkbi4.jpg All rear compartments have breached pressure hulls and there's no way I could surface. One good hit bright her down. I LOVE THIS MOD!!! ![]() EDIT: One quick question: I was only in about 60-70 feet of water. Is there any way, IRL, that the crew could have escaped alive? I play DiD and I could at least call it as ship sunk with some survivors, if so. Last edited by The Joker; 11-19-08 at 05:28 PM. |
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