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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sparky
![]() Join Date: Dec 2007
Location: Manchester, UK
Posts: 153
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RFB 1.5 not really doin it for me
Hi all.
I am an avid T.M guy but thought I would give the new RFB 1.5 a go. It is absolutely awesome. I really feel immersed in the simulation (albiet not on 100% realism yet). Cant decide on the better version, TM or RFB. To be honest, I'm not sure what the difference is meant to be??? Anyway, the reason for my post is this. . . . . I have just started a new career from Pearl at the very start of the war. Have been given a patrol area near Tokyo, decided to approach Yokosuka harbour under silent running. I found 2 Heavy cruisers - Maya and Furutaka Class just sat there together stationary. . . . Excellent ![]() I sunk both cruisers straight away. The confusing thing is that there was no distress flares fired from either cruiser and the destroyer, which was less that 1000 metres from my position, didn't budge an inch!! ![]() I am glad in a way because I came away unscathed but am also dissapointed that I could just roll up to a harbour and destroy 2 very valuable warships without any kind of repocussions!!! ![]() Any comments guys??? |
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#2 |
Grey Wolf
![]() Join Date: Mar 2005
Location: St. Louis, MO, USA
Posts: 772
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Not a RFB problem really. Going into harbors in sh4 is rather unrewarding. Historically it didn't happen that much and in the game there just isn't much going on (not a lot of minefields, alert defenses, ships/planes that respond to your entry, etc.) no matter what mod you run.
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#3 |
Stowaway
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i think its something with the game, no matter what mod or realism setting you use, sometimes they have to detect you before they respond. i have done the same as you and unless you get detected they dont have anywhere to go so they just sit there shining spotlights or whatever but not moving.
any ships in the area that are moving around when you attack will race in to start searching for you, like "tedhealy" said the game is lacking because it doesnt spawn forces to respond to your presence like it would happen in real life. things cant spawn too close together and what happens is they would have to spawn so far away that they wouldnt be close enough to be "triggered" to respond to you anyway. |
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#4 |
Sparky
![]() Join Date: Dec 2007
Location: Manchester, UK
Posts: 153
Downloads: 39
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tedhealy: yeah, I agree with you, it was the same with TMO and with stock before that!
WEBSTER: Again, I agree with you. Its just that if I can fire 5 screws in broad daylight with perfect visibilty, less than 1000 mtrs from a destroyer with the bubbles from my torps showing for all to see and still have time to swing around (at ahead slow, silent running) and sink the (still not moving destroyer) is a bit of a joke!! Even on 100 percent realism, I still get the same effect??!!?? Where's the challenge??? Shame really!! Having said that, an excellent mod. I am in awe at the amount of effort and detail included in both TMO and the new RFB! Hats off to all involved in making the excellent mods like these (including you WEBSTER)!! Class!! |
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#5 |
Lucky Jack
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The mod is still in the works. Basically RFB has really concentrated on the submarines and creating the subs to be as realistic as the game will allow. The AI reaction was touched on a bit but it does need to be tweaked. I agree to that point. As far as action in the harbors, Skippers did go in and do some damage. No doubt, but, when you do that, the DD keep sleeping and do much of nothing. So yep, needs some work. RFB continues to be modded. The new add on forced some rethinking and additional work to make it compatable with the current RFB 1.4 at the time.
As a side note, I'm playing RFB with PE3 only. I did the photo shoot like you get in the stock game. Fired a torp at a sleeping DD. It under ran and the DD started blasting star shells like made then started pinging me. So, the challenge is there.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#6 |
Sparky
![]() Join Date: Dec 2007
Location: Manchester, UK
Posts: 153
Downloads: 39
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AVG: yeah, good point pal. its a work in progress. Like I said, i dont want to criticise the makers and contributers here!! I'm sure that they (including your good self) are well aware of they little glitches and snags.
I'm confident that it will be resolved in an up and coming patch. By the way, I'm running PE3 and Environment 4.4 together. Runs absolutely great!! (you need a good rig though)!!! |
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#7 | |
The Old Man
![]() Join Date: Apr 2005
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#8 |
Rear Admiral
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Ships that are physically docked in harbors typically don't do much except sit there. WHen i say "physically docked", im making reference to a little boolean flag that bascially says, "is this ship docked? yes or no?" If yes, the ship just sits there like a statue no matter what... nobody is home! If no, then somebody is home, and the ship sits there like a statue unless attacked. Then you'll see him pour on the coal and start moving when attacked.
What mod one is running has very little to do with this, its a simple mechanic of the game. |
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#9 |
The Old Man
![]() Join Date: Apr 2005
Location: The Dutch mountains
Posts: 1,552
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I had similar experiences in SH3/GWX...attacking Scapa Flow by night, all ships anchored, sank the lot, no response.....attacking Murmansk on a clear day, the only "warship" was a tugboat somewhere in the channel towards the harbor, sank at least 5 Russian warships, but no reaction, not even a plane!
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#10 | |
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#11 |
Sparky
![]() Join Date: Dec 2007
Location: Manchester, UK
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panthercules: I thought exactly the same thing as I was maneuvering my boat - would take an awful long time time fire up the engines on the destroyer!
By the way, there were other destroyers and aux gunboats in the distance patrolling but were too far away to have any effect. Dont think they were steaming towards me though?? Didnt hang around long enough to find out!! ![]() I agree with the general thought thats its just a game mechanics issue. AVG: Cranking up the enemy AI would be great for a challenge! |
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#12 | |
Lucky Jack
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As far as cranking up the AI...Duci's bastard child named "Bungo Pete" is the one. I wish we could put in a percentage for this spawn of hell to show up. In other words, for large convoys say 10% this abomination will show up in that convoy. Lessen the chances in smaller convoys. Bungo is tough but can be beaten, however, your patrol will probably be over at that point because of the beating in return. The damn thing follows you like you have a string from your stern to his bow. ![]()
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#13 |
Watch
![]() Join Date: May 2007
Location: Italy
Posts: 28
Downloads: 11
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I think RFB gives too many problems with torpedoes.
I know that in early war torpedoes were the real problem of US Silent Service, but in late 1942 I Fired 6 torpedoes against a lonely merchant from 1000 m. and no one hit the target (they went to deep or on circular course)... Is there anyone with the same problem? ![]() |
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#14 | |
Navy Seal
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#15 | ||
Watch
![]() Join Date: May 2007
Location: Italy
Posts: 28
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