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Old 05-30-08, 11:47 AM   #796
dasintra
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Quote:
Originally Posted by Wilcke
Quote:
Originally Posted by dasintra
Hi,

I've encountered really frustrating bug in this version of RFB. I mean totally harmless escorts who don't drop ANY DC. I think that it is linked with animation problem - all crafts drop theirs charges non-stop, however there is no splash and no explosion. Is there any way to fix it up?
I hope it could be done, because I'm running my rfb from it's very first version.
Just to clarify; when the DD make their runs, there is not depth charge coming off the DD and splashing into the water and sinking and going boom. Correct?

Or, they are not releasing any depth charges at all but still making their runs?

Or are they just ignoring you? No runs no drops.

I am so behind on my testing!


Escorts make their runs, however they drop any DC's. I've tested this in every possible way - by going at full speed near surface with multiple DD's above.
What is most funny, every escorts seems to have their DC drop animation always "on". Looks ridiculous to me, but "no-DC onboard" is a real trouble here.
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Old 05-30-08, 12:40 PM   #797
DrBeast
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Quote:
Originally Posted by dasintra
Quote:
Originally Posted by Wilcke
Quote:
Originally Posted by dasintra
Hi,

I've encountered really frustrating bug in this version of RFB. I mean totally harmless escorts who don't drop ANY DC. I think that it is linked with animation problem - all crafts drop theirs charges non-stop, however there is no splash and no explosion. Is there any way to fix it up?
I hope it could be done, because I'm running my rfb from it's very first version.
Just to clarify; when the DD make their runs, there is not depth charge coming off the DD and splashing into the water and sinking and going boom. Correct?

Or, they are not releasing any depth charges at all but still making their runs?

Or are they just ignoring you? No runs no drops.

I am so behind on my testing!

Escorts make their runs, however they [don't(?)] drop any DC's. I've tested this in every possible way - by going at full speed near surface with multiple DD's above.
What is most funny, every escorts seems to have their DC drop animation always "on". Looks ridiculous to me, but "no-DC onboard" is a real trouble here.
This reminds me of a bug in an old version of ROW. The culprit then was the guns_radars.sim file.
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Old 05-30-08, 01:02 PM   #798
JackMaga
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Quote:
Originally Posted by dasintra

Escorts make their runs, however they drop any DC's. I've tested this in every possible way - by going at full speed near surface with multiple DD's above.
What is most funny, every escorts seems to have their DC drop animation always "on". Looks ridiculous to me, but "no-DC onboard" is a real trouble here.
I've seen myself the same bug... looks like the DC drop animation is always on.
However some of the destroyers did indeed drop some DC which exploded and damaged my sub.
Hope it helps to clear the picture a little...

BTW: this mod rocks!
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Old 05-30-08, 01:23 PM   #799
akdavis
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Quote:
Originally Posted by DrBeast
Quote:
Originally Posted by dasintra
Quote:
Originally Posted by Wilcke
Quote:
Originally Posted by dasintra
Hi,

I've encountered really frustrating bug in this version of RFB. I mean totally harmless escorts who don't drop ANY DC. I think that it is linked with animation problem - all crafts drop theirs charges non-stop, however there is no splash and no explosion. Is there any way to fix it up?
I hope it could be done, because I'm running my rfb from it's very first version.
Just to clarify; when the DD make their runs, there is not depth charge coming off the DD and splashing into the water and sinking and going boom. Correct?

Or, they are not releasing any depth charges at all but still making their runs?

Or are they just ignoring you? No runs no drops.

I am so behind on my testing!

Escorts make their runs, however they [don't(?)] drop any DC's. I've tested this in every possible way - by going at full speed near surface with multiple DD's above.
What is most funny, every escorts seems to have their DC drop animation always "on". Looks ridiculous to me, but "no-DC onboard" is a real trouble here.
This reminds me of a bug in an old version of ROW. The culprit then was the guns_radars.sim file.
Well, from what I can see, Japanese DC deployment systems are in a new guns_radars04.dat file that RFB adds, but this has no attendant guns_radars04.sim file, only a .zon, and I can't find another file that it links to for .sim properties.
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Old 05-30-08, 02:59 PM   #800
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Quote:
Originally Posted by dasintra
Hi,

I've encountered really frustrating bug in this version of RFB. I mean totally harmless escorts who don't drop ANY DC. I think that it is linked with animation problem - all crafts drop theirs charges non-stop, however there is no splash and no explosion. Is there any way to fix it up?
I hope it could be done, because I'm running my rfb from it's very first version.
Mods enabled, and in what order? Date and location? Target type?
__________________
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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Old 05-30-08, 03:45 PM   #801
dasintra
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Quote:
Originally Posted by RFB Team
Quote:
Originally Posted by dasintra
Hi,

I've encountered really frustrating bug in this version of RFB. I mean totally harmless escorts who don't drop ANY DC. I think that it is linked with animation problem - all crafts drop theirs charges non-stop, however there is no splash and no explosion. Is there any way to fix it up?
I hope it could be done, because I'm running my rfb from it's very first version.
Mods enabled, and in what order? Date and location? Target type?
I've just installed sh+ubm, then run only two mods (enabled in the same order as below; through JSGME)

- RFB 1.5
- rfb patch052018
- ROW v3.3
- rfb patch052608




btw. Is there any way to do sth about deck gun efficiency? I've hit encoutered cargo with 50+ rounds and it was still running at full speed (~15kn).
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Old 05-30-08, 03:50 PM   #802
akdavis
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Quote:
Originally Posted by RFB Team
Quote:
Originally Posted by dasintra
Hi,

I've encountered really frustrating bug in this version of RFB. I mean totally harmless escorts who don't drop ANY DC. I think that it is linked with animation problem - all crafts drop theirs charges non-stop, however there is no splash and no explosion. Is there any way to fix it up?
I hope it could be done, because I'm running my rfb from it's very first version.
Mods enabled, and in what order? Date and location? Target type?
yeah, I'm almost certain the problem is the missing "guns_radars_04.sim" file. Remove "guns_radars.sim" from stock 1.5 and you will get exactly the behavior described above.
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Old 05-30-08, 04:31 PM   #803
Wilcke
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Quote:
Originally Posted by dasintra
Quote:
Originally Posted by RFB Team
Quote:
Originally Posted by dasintra
Hi,

I've encountered really frustrating bug in this version of RFB. I mean totally harmless escorts who don't drop ANY DC. I think that it is linked with animation problem - all crafts drop theirs charges non-stop, however there is no splash and no explosion. Is there any way to fix it up?
I hope it could be done, because I'm running my rfb from it's very first version.
Mods enabled, and in what order? Date and location? Target type?
I've just installed sh+ubm, then run only two mods (enabled in the same order as below; through JSGME)

- RFB 1.5
- rfb patch052018
- ROW v3.3
- rfb patch052608




btw. Is there any way to do sth about deck gun efficiency? I've hit encoutered cargo with 50+ rounds and it was still running at full speed (~15kn).

DC problem being explored by the RFB Team.


If you are running the latest version of RFB you do not need patches.

It will be RFB 1.5 05282008.

Do not run ROW over the top of RFB, I am sure it will break something in RFB. If its overwriting files its going to cause problems.

As to the deck gun, RFB models it in realistic terms. It's something you learn to live with, change on your own or just unload the mod. The deck gun has been discussed ad nauseum.

I hope this works for you!

Happy Hunting!
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Last edited by Wilcke; 05-30-08 at 04:47 PM.
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Old 05-30-08, 05:07 PM   #804
akdavis
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Quote:
Originally Posted by Wilcke
DC problem being explored by the RFB Team.
Well, if this helps, specifically the following Japanese ships are unaffected or are partially unaffected depending on date:

COKaibokan
AuxSubchaser

No13 (after 19440701)
Minekaze (after 19430901)
Mutsuki (after 19431231)
Subchaser (after 19440131)
Shiratsuya (after 19430501)
Akizuki (after 19440401)
Asashio (after 19440315)

This is because they either never use any of the systems in "guns_radars_04" or revert entirely to the stock systems in "guns_radars" after a certain date (i.e. "DCRack_SH4," "YGun," and "KGun"). There are some overlapping dates on many where some systems are working and others are not because of a mix of systems from "guns_radars_04" and "guns_radars". I don't know if any ships that aren't Japanese use systems from "guns_radars_04".
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Old 05-30-08, 06:44 PM   #805
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Quote:
Originally Posted by dasintra
I've just installed sh+ubm, then run only two mods (enabled in the same order as below; through JSGME)

- RFB 1.5
- rfb patch052018
- ROW v3.3
- rfb patch052608
This is why we put up detailed instructions in the first post about what needs to be installed and in what order to get the mod running properly. Not saying there isn't a problem with Japanese DDs (we're looking into the matter), but it does help clear up any confusion over what is a bug and what is not.
__________________
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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Old 05-30-08, 06:53 PM   #806
lurker_hlb3
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Quote:
Originally Posted by akdavis
Quote:
Originally Posted by Wilcke
DC problem being explored by the RFB Team.
Well, if this helps, specifically the following Japanese ships are unaffected or are partially unaffected depending on date:

COKaibokan
AuxSubchaser

No13 (after 19440701)
Minekaze (after 19430901)
Mutsuki (after 19431231)
Subchaser (after 19440131)
Shiratsuya (after 19430501)
Akizuki (after 19440401)
Asashio (after 19440315)

This is because they either never use any of the systems in "guns_radars_04" or revert entirely to the stock systems in "guns_radars" after a certain date (i.e. "DCRack_SH4," "YGun," and "KGun"). There are some overlapping dates on many where some systems are working and others are not because of a mix of systems from "guns_radars_04" and "guns_radars". I don't know if any ships that aren't Japanese use systems from "guns_radars_04".

Very nice trouble shooting. If you go into the "ShipsPart" directory and look "VERY" close at the guns_radars_XX file names I bet you can figure out what's wrong
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Old 05-30-08, 07:47 PM   #807
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Default Japanese Depth Charge Fix

This fix is intended for those who are not running the RSRDC campaign mod with RFB. It fixes the problem of Japanese warships not dropping depth charges when making an attack run on your boat:

http://dodownload.filefront.com/1042...d5d22a495dce12
__________________
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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Old 05-30-08, 09:37 PM   #808
akdavis
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Quote:
Originally Posted by lurker_hlb3
Quote:
Originally Posted by akdavis
Quote:
Originally Posted by Wilcke
DC problem being explored by the RFB Team.
Well, if this helps, specifically the following Japanese ships are unaffected or are partially unaffected depending on date:

COKaibokan
AuxSubchaser

No13 (after 19440701)
Minekaze (after 19430901)
Mutsuki (after 19431231)
Subchaser (after 19440131)
Shiratsuya (after 19430501)
Akizuki (after 19440401)
Asashio (after 19440315)

This is because they either never use any of the systems in "guns_radars_04" or revert entirely to the stock systems in "guns_radars" after a certain date (i.e. "DCRack_SH4," "YGun," and "KGun"). There are some overlapping dates on many where some systems are working and others are not because of a mix of systems from "guns_radars_04" and "guns_radars". I don't know if any ships that aren't Japanese use systems from "guns_radars_04".

Very nice trouble shooting. If you go into the "ShipsPart" directory and look "VERY" close at the guns_radars_XX file names I bet you can figure out what's wrong
Obviously exactly what I said earlier, but then two posts suggested it was still being looked into, so I thought there might be more going on that at first appeared to me. Your arrogance towards people just trying to be helpful is not very flattering.

Quote:
yeah, I'm almost certain the problem is the missing "guns_radars_04.sim" file
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Old 05-31-08, 02:40 AM   #809
dasintra
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Quote:
Originally Posted by RFB Team
This fix is intended for those who are not running the RSRDC campaign mod with RFB. It fixes the problem of Japanese warships not dropping depth charges when making an attack run on your boat:

http://dodownload.filefront.com/1042...d5d22a495dce12


Thanks for this fix, now works like it should.

Last edited by dasintra; 05-31-08 at 03:23 AM.
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Old 05-31-08, 03:42 AM   #810
czACha
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Quote:
Originally Posted by czACha
Quote:
Originally Posted by czACha
Thank you for your hard work RFB TEAM.
Can you help me with some factors about shells effectiveness in you mode?
3,5" = ?
4,5"=?
5,2"=?
I would be appreciate for an answer
Well.... I don't understand, is there anyone who can answer this question?
I do not need to be convinced about gun effectiveness, I just want to now differences in effectiveness between all 3 calibers.
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