![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1411 | |
Torpedoman
![]() Join Date: Sep 2009
Location: Bay Area, California
Posts: 114
Downloads: 229
Uploads: 0
|
![]() Quote:
Ships viewed on the horizon still appear to "rise" out of the sea the closer they get, as it should be. Unless you plan on launching your sub into earth orbit, there is no concern with this adjustment. Do enough modding and you learn that, depending on how the original developers made their product, certain creative measures have to be taken to get the final effect you're looking for. I've modded other games - not SHIV, however - and this is true for all of them. |
|
![]() |
![]() |
![]() |
#1412 |
CTD - it's not just a job
|
![]()
That last especially is good Treetop64. Historically speaking of the modding of SH4, and probably 3 at the time, it was discovered that the crewmembers of your submarine (and probably other vessels), can see "through" the horizon and call out "Ship spotted, bearing..." So "flattening" the curve of the earth allows the player to "see" what the AI "sees". CapnScurvy speaks to this in his Optical Targeting Correction (OTC) mod's documentation.
![]()
__________________
"...and bollocks to the naysayers" - Jimbuna |
![]() |
![]() |
![]() |
#1413 | ||
Ensign
![]() Join Date: Mar 2011
Posts: 234
Downloads: 123
Uploads: 0
|
![]()
I'm all for workarounds that work. Again, I'm really happy with what the RFB team has done here, if I wasn't clear.
![]() It's really no small feat considering parts of the code are locked in the .exe and the rest is pretty much obfuscated. On top of that, the pace of the game is glacial, so testing is all the more difficult. Quote:
I get you are being tongue-in-cheek, but while your the first sentence shows you comprehend my concern, your second sentence suggests it is irrelevant. If the earth is flatter, the effects of curvature will be much less pronounced. I appreciate the help though ![]() Quote:
This is good. Did you notice any adverse effects? For instance, players may have to re-learn what distance they are seeing objects at than what is intuitive from observing reality for many many years. Maybe it makes the stadimeter much more useful than it should be, because you can see the whole height of the target from waterline that much sooner. What do you folks think?
__________________
Career: Feb. 13, 1942 "Cpt. Johny Goodwood" Porpoise class: USS Shark, SS-174 Patrols: 2 Victories: 1 Merchants (4519 GRT), 0 Warships (0 GRT), 0 Aircraft Sunk with all hands lost. |
||
![]() |
![]() |
![]() |
#1414 |
CTD - it's not just a job
|
![]()
No adverse affect that I have noticed. All the change does is alter the perspective for the player, such that you "see" sooner what the crew announces as having "seen" already, and you can assume that an initial announcement is from a lookout in the shears, able to see further over the simulated horizon than you can. In actuality, the AI "sees" through things, like the ocean water at the horizon. The stadimeter, like other aspects of the game, is only as accurate as the computer display allows, as well as the player's accuracy in placing it for targeting...
![]()
__________________
"...and bollocks to the naysayers" - Jimbuna |
![]() |
![]() |
![]() |
#1415 | |
Torpedoman
![]() Join Date: Sep 2009
Location: Bay Area, California
Posts: 114
Downloads: 229
Uploads: 0
|
![]() Quote:
The issue isn't irrelevant, per se, but again it's indiscernible as far as enabling realistically functional spotting for the player is concerned. Nothing adverse or unnatural looking is apparent during play. The end result looks right and works as intended. If you prefer to continue making yourself aware about the mechanical specifics of the actual modification performed then that is certainly your choice, but that would be missing the point. |
|
![]() |
![]() |
![]() |
#1416 |
Ensign
![]() Join Date: Mar 2011
Posts: 234
Downloads: 123
Uploads: 0
|
![]() ![]()
__________________
Career: Feb. 13, 1942 "Cpt. Johny Goodwood" Porpoise class: USS Shark, SS-174 Patrols: 2 Victories: 1 Merchants (4519 GRT), 0 Warships (0 GRT), 0 Aircraft Sunk with all hands lost. |
![]() |
![]() |
![]() |
#1417 |
Chief
![]() Join Date: Nov 2019
Location: Minnesota
Posts: 325
Downloads: 535
Uploads: 1
|
![]()
I've really enjoyed playing RFB. It's definitely a number of steps above SH4 out of the box and different than FotRSU. There's a number of concepts I am look for in the long haul, one is keeping the same boat and crew that grows with it. I like the ship physics, the option to use Max Optics and when I get it, the radar suite. I've played a couple radar training missions and the radar is much more authentic than any other megamod I've played.
The one thing I haven't experienced yet is depth charges. Without combing through the 'command.cfg' file, is there a designated key short cut for "rig for depth charge"? Great work fellas !!!! ![]() ![]() MacG
__________________
"It's impossible to make anything fool proof....Fools are too ingenious!" |
![]() |
![]() |
![]() |
#1418 |
Silent Hunter
![]() |
![]()
Playing RFB 2.0.
Edited a Career Photo Mission (.mis) and added a capital ship as a guarantee that there would be a ship to photograph. i made sure that the dates are appropriate for the time frame of my career. When i start the mission and sail to the proper port, the ship i created is NOT present. So....where is it? ![]() ![]() i have used this technique previously and it has worked without fail: clearly something is different....i am just blind to that fact. i've zipped the dotMIS Folder from the \Data\Campaigns\Campaign folder so that if anyone wants to take a whack at, let me know, i will PM the mediafile link to you. ![]() Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\SH4_RFB\MODS] 1_RFB_2.0 3_SMMO for RFB 2.0 5_Stop The Shouting 6_OTC RFB 2.0 7_Increased binoculars for RFB OTC 8_RFB_LocNames
__________________
there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
![]() |
![]() |
![]() |
#1419 |
CTD - it's not just a job
|
![]()
Go ahead and send it this way. Remember though, that RFB uses the Stock game as its backdrop, unless you add RDRDC to it, and SMMO just dolls things up on the menu a bit... Remember the SCS Foto Op:
[Unit 1]Things that bugger missions:
DelayMin=1and MaxInst=1You should end up with one and only one unit spawning when you want it to... maybe... it might be 24 hours late... I cannot remember now... lol - Don't forget to use the Report lines to your advantage for the testing phase... ![]()
__________________
"...and bollocks to the naysayers" - Jimbuna |
![]() |
![]() |
![]() |
#1420 | |
Silent Hunter
![]() |
![]() Quote:
![]() so, i used Notepad to make a few changes to the parms based on your display and at least one of them fixed the problem. thank you! ![]()
__________________
there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
|
![]() |
![]() |
![]() |
#1421 |
CTD - it's not just a job
|
![]()
You are more than welcome. Ain't it wonnerfull? The editor helps with some things, but trashes others. Remember, lurker_hlb3 always warned folks about using the editor to even so much as look at his files, and some settings do indeed go back to Stock ME settings if you "OK" anything with the ME, even without any edits. Editing with a text editor is generally called for after an ME edit, even for SingleMissions. Look in the FotRSU mod, Support / ExtraInfo / MissionEditing for the [ENG] Mission Editor V17.pdf file, which is Dietrich's Nordfront version of the ME manual. Written for SH3, it does apply to SH4 for over 90% of the manual, the main differences being in the functions of the Mission menu, and the addition of MapZones & Locations.
![]()
__________________
"...and bollocks to the naysayers" - Jimbuna |
![]() |
![]() |
![]() |
#1422 |
Swabbie
![]() Join Date: Apr 2014
Posts: 5
Downloads: 30
Uploads: 0
|
![]()
Just checking, is this mod compatible with the German U-boat campaign?
Because I'm getting weird bugs like you wouldn't believe it. |
![]() |
![]() |
![]() |
#1423 |
CTD - it's not just a job
|
![]()
Well, RFB (Real Fleet Boat) is Fleet Boat centric, and as such, tunes things for the US submarines at the expense of the German side of the game. That said though, there shouldn't be that much of a difference... What folder do you have SH4 installed in, and did you empty the Save folder after activating your last mod?
![]()
__________________
"...and bollocks to the naysayers" - Jimbuna |
![]() |
![]() |
![]() |
#1424 |
Swabbie
![]() Join Date: Apr 2014
Posts: 5
Downloads: 30
Uploads: 0
|
![]()
D folder, with Steam and using JSGME to enable the mods. Initially had a bit of a hassle getting it working, but I resolved that (likely indeed by emptying the Save folder as you suggest) a month or so ago.
Mainly I'm having problems with: The crush depth of the Type IX. It gets destroyed at 170m, rather a bit more shallow than the 230m test depth. Torpedos seem to disregard targeting solutions at times, and at other times wildly misinterpret them. The periscope (and to a lesser extent the bridge UZO) have a strange tendency to lose lock on ships. The periscope is even capable of losing lock on ships at <1000m in broad daylight. |
![]() |
![]() |
![]() |
#1425 |
CTD - it's not just a job
|
![]()
Well, RFB v2 does alter the IXD2 settings, so what you are experiencing could well be from the RFB mod.
![]()
__________________
"...and bollocks to the naysayers" - Jimbuna |
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|