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Old 02-28-09, 09:26 AM   #1
AVGWarhawk
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Fair summary!

Just a few responses.

Navigation map: This was changed to what you see in RFB because maps of this area available were not detailed at all. In fact, some maps were swiped from old National Geographics or old school text books. Sometimes they got lucky and found a map on POW pulled from the water. So, RFB went for the not so informative map as it was.

Locking scope or not locking scope. Since the patch it is not so bad. At least not like it was when you were sitting on top of the vessel and could not lock. You know what though, I studied Rockin Robins Dick O'Kane method and have not used lock since. I do not think I will from here on out. Give that method a try and you will see that locking the vessel button is wasted space.

Sounds: I change my interior sound. The RFB interior sound makes my head hurt after a while. I can live with the low engine sounds. There are programs out there that allow you to adjust volumes. Ask RDP what he uses. Make yourself your own personal sound mod

Fuel: Never been a problem for me. I guess you are heavy on the throttle

DD: Yes, I wish they were a bit more aggressive but every now and then you get that killer DD that will chase you to hells gates. I think there is a good mix of deadly DD to stupid DD.

Anyway, more coming for RFB and posts like this that do not start with "RFB SUCKS" go much further! Join the RFB forum and post your likes or dislikes. This is how things get better.
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Old 02-28-09, 11:33 AM   #2
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[quote=AVGWarhawk]Fair summary!

Quote:
Just a few responses.

Navigation map: This was changed to what you see in RFB because maps of this area available were not detailed at all. In fact, some maps were swiped from old National Geographics or old school text books. Sometimes they got lucky and found a map on POW pulled from the water. So, RFB went for the not so informative map as it was.
That's a good explaination and understandable. Another observation though...It's kind of funny that I while was moving aound in the control room I noticed one of the officers looking over some charts. I closed in for a closer look and these appeared to be detailed depth charts.

Quote:
Locking scope or not locking scope. Since the patch it is not so bad. At least not like it was when you were sitting on top of the vessel and could not lock. You know what though, I studied Rockin Robins Dick O'Kane method and have not used lock since. I do not think I will from here on out. Give that method a try and you will see that locking the vessel button is wasted space.
I use the O'Kane method often and anytime I can. The reason I needed to use the stadmeter on the freighter was because I did not have time to calculate the speed and I was trying to use the position keeper to verify my estimation.
Quote:
Sounds: I change my interior sound. The RFB interior sound makes my head hurt after a while. I can live with the low engine sounds. There are programs out there that allow you to adjust volumes. Ask RDP what he uses. Make yourself your own personal sound mod
That's a distinct possibility. Some of the sounds I like and I have not played RFB long enough yet to come to a conclusion on to which sound pack I prefer, or as you suggest, I may decide to blend the two together.
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Fuel: Never been a problem for me. I guess you are heavy on the throttle
I have definitely not been heavy on the throttle. To the contrary, the only time I did not run at standard speed was when I had a long range sonar contact on the hog island freighter. I detected the contact myself using the hydrophones and because I could not tell whether or not he was moving away or towards me, I ran at full speed for a short time until I determined he was moving toward me. Actually, this brings to mind an observation I left out in the first post. While I could clearly hear the contact while using the hydrophones myself, the sonar man could not detect a contact. The sonarman must be deaf! I don't mind the fuel economy, as with TMO I had an officer with "special abilities" and realize it is not realistic.
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DD: Yes, I wish they were a bit more aggressive but every now and then you get that killer DD that will chase you to hells gates. I think there is a good mix of deadly DD to stupid DD.
From what I have read, the majority of people seem to believe that the destroyers in TMO are tougher. I have only had one run in with a destroyer so far, but my first impression was not that it was easier. I had a pretty good success rate with down the throat shots with TMO. I found my first try in RFB not so easy. Again, the jury is still out on this subject.
Quote:
Anyway, more coming for RFB and posts like this that do not start with "RFB SUCKS" go much further! Join the RFB forum and post your likes or dislikes. This is how things get better.
I wholeheartedly agree and have found things I like with RFB and will take your suggestion and join the forum, I was not aware there was a separate forum for it. I'm not knocking RFB at all. I consider myself to be pretty experienced playing the game almost exclusively with TMO and thought an outside opinion may prove to be productive. As you say, "this is how things get better". Who knows, after playing it a little longer I may prefer it, time will tell.

Last edited by Soundman; 02-28-09 at 12:57 PM.
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Old 03-01-09, 07:27 AM   #3
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I never thought about that map on the table being detailed Good point! Just eye candy! For me, game play is on top of the list and efforts pretty much concentrate there for the moment. But you know, drop LukeFF a note about the map. LukeFF takes everything offered and sees if it works or attempts to make it as accurate as it can be. I have not played TMO but I suspect Duci's DD are more diabolical in TMO. After all, Bungo Pete was his brainstorm I can not really compare the two mods with you. I have not played TMO. As far as the locking of the scope, I use it every now and then like you stated. Most times if I can not get the speed mathmatically I shoot from the hip. Sometimes I win, sometimes not! And the sound pack, what I did was grab Leo Vampires original sound pack and swiped the sounds I like from his and mix it together with the RFB sound pack. Very simple operation with a file swap or two. As far as fuel, I use standard to get to my patrol area. Once there I patrol at slow. Again, fuel has been ok for me. The sonarman is deaf. I think he has been deaf since day one. Glad you joined the forum and drop a suggestion or two. It does make it better in the end.
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Old 03-01-09, 12:36 PM   #4
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There are several free programs on the web that can be used to modify sound files. I use Audacity but even the Windows supplied "Sound Recorder" has the option to increase or decrease the sound level. With Audacity I lowered the volume of the General Quarters file and shortened it a bit. That file caused a rapid increase in heart rate and sent the sleeping dogs in the man cave/control room running for cover! Man that file is loud when you are quietly sneaking up on a heavily defended convoy.

One shocking fact I found is that not everyone agrees with me or has the same priorities as me. It doesn't make any sense but there is no fighting human nature My solution is to make my own Mod to fix the things that bother me.

As far as the map goes you can remove or change gradient.tga file in RFB. My map has a green gradient for land and the shallow water color starts at about 100 ft. Also you get the shallow water warning when the boat has about 65 ft under the keel.
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Old 03-01-09, 01:54 PM   #5
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I know what you mean about certains sounds. The one that always made me jump out of my seat was the "Relieve the Watch". I used S3D to turn it down. One thing that has always driven me crazy, is the stopwatch (chronometer) ticking away loudly. After a while it got like that Edgar Allen Poe story "The Tell Tale Heart" where the heartbeat get's louder and louder until it drove him insane. For me, that's the chrono. I have to it have turned down until I can just barely hear it or I go insane. I'm surprised I've never heard anyone else complain of this. BTW, if anyone wants to do this, it's the "Menu.Periscope.RotClicktTorp" file, who would'a thunk it, took me quite a while to discover that one.
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Old 03-01-09, 10:49 PM   #6
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I'll just address two things, since AVG has done a pretty good job here:
  • Charts (note: only landlubbers use maps! ): the charts you see in the control rooms were downloaded from the NOAA website. With the shortage of charts, especially early in the war, these may or may not have been used by boats going on patrol. Also, do note the areas the charts cover: the Philippine Islands and Hawaii. It would thus be logical to believe these areas would be detailed, as the U.S. had long occupied these areas before the war began. While I have plenty of good charts from the Kriegsmarine, I have not found a single US navy chart from the WWII era.
  • Renown and radar: yes, like others here, I don't totally like the way renown works in the game. It reminds me of arcades where one redeems their tokens to claim a prize. In reality, radar and sonar was added to the subs as the equipment and time was available to install them. It wasn't really contingent on a commander's success at all. Now, guns were a slightly different matter, as it was really up to the commander (within certain limits, of course) what type of gun armament he wanted for his boat. Thus, the renown system works alright here.
In a perfect world, radar, just like the conning towers, should be installed automatically between patrols, based on the time period being simulated. Gun upgrades should pretty much stay like they are now, IMO.

As a final note, do note I am working on an entirely new renown system for RFB 2.0. The bigger the merchant, the more renown one will earn (not to mention, transports and oil tankers will carry a higher renown value than your garden variety maru ). In addition, the cost of all equipment will depend on how many ships of a given class had the equipment installed at a given time. It's a big project (mainly because of the huge numbers of Gato and Balao class boats commissioned), but I think it will be doable.
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Old 03-02-09, 02:09 AM   #7
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I have found mods were like trying to find the perfect woman...there are many thing you want to combine from several into your perfect game.

I have only played RFB a few patrols, before that TMORSRD with some added mods.

RSRD isn't perfect, but wouldn't play the game without it.

Things I don't like about TMO..the dd's are much stronger. I've noticed that easily already. TMO's can go into Godmode. You can be 3000 yards away at periscope depth running silent and here come the dd's right on you. You basically have little time to plan a shot. In reality, most attacks came after you attacked, not before.

I hate the pitted night scope in TMO..hard on the eyes.

I can do without all the special officers regardless of the mod.

I've attacked bungo pete twice..well ran into him,, lost both times. Sent two spreads of three behind each other, turned and let go 3 cuties...nothing got close.
I seldom miss DTT with a spread of 3.

I prefer env mod in TMO..but that's subject to taste.

I like the historical aspects of RFB. I play 100%, no contacts or cams, so the learning curve wasn't that bad. Still wonder about the stad measurements. The other complaints are basically the same as the OP. TMO has some bugs, the hogisland can't be picked up on sonar, ect.

With RSRD I spent so much time chasing lone merchants with my deckgun. Too easy and boring. They should make it much more difficult. One hit with a deckgun that puts a hole in your ship should send you back to port.

Harbor raping for points is OK, but lame....I do it. They need to program some idle dd's among the stationary dd's. Just silly a whole fleet sits there why you spend a day sinking them...at least put some roving dd's near by.

Should allow only one refit for torps and fuel, after that...fuel only...both mods.

I'm finding RFB to have the most upcoming promise, not quite as good as TMO yet, but will see after a few patrols. The dd's are easy or I'm just use to TMO's killers.

FORS is great as far as ships and graphics..wish the other mods would include this work.

I think in a few months both mods, if Duc will keep working will be about as perfect as they can get...can't wait for the next env. mod.
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