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Old 03-09-09, 08:51 PM   #2791
AVGWarhawk
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Quote:
Originally Posted by Franklin Van Valkenburg
And if updating to 1.5 isn't an option?
Sorry to be stubborn... but to spend $10 and register on Ubi (who will spam my e-mail) just to fix something that I know can be solved by changing some code? Just point me in the right direction... what file or line, what to change?
It is a quite bit more than changing a code or two. In fact, it has been two years of changing codes. Trust me, the easiest route for you to take is spend the $10.00. Spam mail? Never received Spam from UBI about anything. Yes, I did purchase the add on from UBI. The only spam I got was my code to load the game and big thank you for the purchase.
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Old 03-09-09, 09:11 PM   #2792
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Then I'll look into it!
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Old 03-12-09, 11:17 AM   #2793
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Franklin you don't need to register at UBI at all...I purchased my U-Boat missions in Codegame format DVD and never have had to register anything (There is a key in the SH4 original DVD manual, for multiplayer, but none in UBM).

Happy hunting

----------------------------------------------------------------------

And now on to RFB. I just did a completely clean reinstall of SH4 & RFB as follows:

-SH4 1.0 clean from DVD, then UBM clean from DVD over it
-Installed RFB1.5, then patch 1.52 then the hotfix (No JGSME used, I did a dedicated install for RFB so I went directly to overwrite everything)

Load the game, intro OK (You could aswell have made it a bit less louder LOL), RFB specific loading screen OK, then when the red bar is about to finish loading BANG!

Get the message that it can't find the file "Menuiconstab.tga"

What have I missed???
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Old 03-12-09, 02:37 PM   #2794
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Quote:
Originally Posted by tater
I think the idea is to be able to leave map contacts on with less "GPS RADAR" plotting of targets.
I understand the reasoning behind the decision to do this, and as I get better at manual targetting and plotting it probably wont bother me much.

However, is this something I can change back to "semi-stock" easily enough, like adding in a "yes" or "1" instead of "no" or "0" in some line in a file?

If so could someone be so kind as to tell me what file and line?

You see, Ive just started using manual targetting, the Dick O'Kane fast 90 method and am trying out new ways as well, its all very confusing for me at the moment so I need all the help I can get from the game itself.

Pretty please...
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Old 03-12-09, 03:43 PM   #2795
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A question for RFB..
The only time I can 'compress time' is when viewing the navmap.

I cannot remember if Time Compression was available (in stock) in the other positions, or has this facility been removed ?
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Old 03-12-09, 04:09 PM   #2796
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Piggy, you can do this with maps.cfg I think.

It's in Data/Menu (possible a sub directory in there, I don't remember).

Inside (it's a text file) there is a line for "ZoomLevels" with a bunch of numbers 1, 2, 5, 10, 20, 50, 100, etc.

There is an entry called "SymbolZoom" below that. It is remarked that from that zoomlevel up, units appear as symbols.

I bet if you drop that number from whatever it is to one of the lower values listed in ZoomLevels right above, that will do the trick for you. Not sure, but I think that will work.

Remember, don't mod this in /Data/Menu, but in the MOD, in this case RFB.

So, un-enable RFB with JSGME, then mod the Maps.cfg file IN THE RFB DIRECTORY, then re-enable the mod.

Make sense?
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Old 03-12-09, 04:38 PM   #2797
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Makes perfect sense Tater.

Thanks very much!

Edit: Cant seem to find it in the data/menu folder, the only thing close to it is a subfolder called "Kgrid" located in the "menu" folder, however it only has a few lines, one that says "Kgridzoom" and below that are 5 levels.

This is what it looks like, is this it?

[KGridZoom]
Level0=40000
Level1=10000
Level2=2000
Level3=500
Level4=100

[KGridColors]
;Outer=0x808080FF
Outer=0x368d54B5
Inner=0x368d54B5
Selected=0xAA0000FF
Text=0x368d54D5

Last edited by Piggy; 03-12-09 at 09:19 PM.
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Old 03-13-09, 12:26 AM   #2798
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Carefull with this as the map longitude and latitude line go for a 'ball of turkey', which I think is hardcoded according to the zoom level.
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Old 03-13-09, 10:20 AM   #2799
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Quote:
Get the message that it can't find the file "Menuiconstab.tga"
OK further tests show that the problem appears with the 1.52 patch. The first install with just the latest main release of RFB causes no problems.

What is happening here? Is someone else having the same problem?

May be one of the hosts -I can't remember right now were I downloaded it from- has a corrupted 1.52 patch with the missing file, or may be is something else?
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Old 03-13-09, 11:19 AM   #2800
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Quote:
Originally Posted by vanjast
Carefull with this as the map longitude and latitude line go for a 'ball of turkey', which I think is hardcoded according to the zoom level.
So Im guessing the Kgrid has to do with Long & Lat lines and not ship icons? (I didnt touch anything)

I'll keep looking...

Edit: Had something odd in my patrol last night out of Manilla (RFB+RSRD), I came across a TF where the destroyer icons were red, and the ship outline was present, all the way down to the highest zoom level, however it was only the DD's, the two BB's and CA's were normal black boxes (or triangles) that dissapeared at as you zoomed in?

It was only this one TF, in all other encounters DD's showed as normal black triangles.

Is that supposed to be happening?
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Old 03-13-09, 04:58 PM   #2801
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Quote:
Originally Posted by Piggy

Edit: Had something odd in my patrol last night out of Manilla (RFB+RSRD), I came across a TF where the destroyer icons were red, and the ship outline was present, all the way down to the highest zoom level, however it was only the DD's, the two BB's and CA's were normal black boxes (or triangles) that dissapeared at as you zoomed in?

It was only this one TF, in all other encounters DD's showed as normal black triangles.

Is that supposed to be happening?
This is an RSRDC issue. incorrect *_shp.dds file.
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Old 03-14-09, 02:07 PM   #2802
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Am on patrol and had my entire deck crew injured including one officer killed after a vicious merchant didn't like to be engaged by my deck gun.

After reloading the save I did yesterday, they're all at health 100 again, living as if nothing happened

I was submerged while saving, and the crew was in the berthing or conning tower respectively. This is the 2nd time this happens.

Loaded are;

RFB_v1.52_102408
RFB_v1.52_Patch_18Jan09
Spaxs SH4 Uboat SPEECH FIX_V8
OpsMonsun_V700
OM_V700_Patch2
Loading Screen v7
Intro Music - Das Boot Theme
Metric Nomograph
OPCFv1.2_green_RFBv1.52
Captains Office
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Old 03-17-09, 04:14 AM   #2803
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Default Comments, suggestions and a few issues/questions...

Hi all,

Last night I finally got the chance to really play SH4 on a system that could handle it. So nice. Being a United States Navy disabled Veteran, I have a unique perspective on sims like this and I am sure anyone else here with the same experience would agree from their point of view as well.

Ironically, my rating for the first half of my career was STG (Sonar Technician Surface). Later I also became rated in Law Enforcement and then Special Operations. As an STG, I was trained in sub tactics, how to find them, destroy them, sonar, ocean and sound propagation etc etc. Served on Adams class and Spruance class DD and DDG's. Later in my career I ended up, ironically, enjoying a few 'rides' in the very submarines I was trained to hunt and kill (well not ours of course but you get the point I am making I hope).

I am running the latest SH4 with RFB and RSRD mods ONLY active.

Anyhow, after running some patrols last night, I noticed a few things and wondered if 1) they are limitations of the game engine and so not possible, 2) just not implemented for whatever reason, 3) not thought of and therefore possible future enhancements for RFB.

I also ran across a couple things that could use some tweaking in the future if any of these are even possible...

1) I was pleasantly surprised to 'hear' the sounds of a ship dying in the game. I did not expect it in the game so it.... well let's just say it added to the game play. If you have never heard this for real, it is one of the most erie and forelorn sounds you can hear at sea. It was a great thing to hear in the game. BUT... I noticed a couple things. First, the sounds start as the ship is settling. And the sounds loop constant. In reality, some of these sounds should be heard during that period of a ship sinking but not constant. Bulkheads giving way, some equipment letting go, etc... Then as the ship rolls or goes bow/stern vertical and finally sinks, that is when you should hear constant ship dying sounds - especially the bulkhead collapse and heavy equipment (boilers etc) crashing through the ship. The other thing missing is something a bit more harrowing. Depending on water density, temperature etc, you might also hear the screams of trapped men... Just a thought for possible future change in terms of realism.

2) I found one major sound and/or effect missing from ships of that era when sinking. There are times when boilers suddenly inundated with sea water, literally explode... and that can tear a ship apart. Because of the new sinking mechanics and damage models, is this not possible to simulate? (conversely does the new model incorporate ammo locker explosions from lucky torp and gun hits? - and YES I read the docs by do not remember seeing anything about these two things).

3) Would not crewman start to abandon ship at some point and launch boats, rafts etc? Once in a while I do see a lifeboat and even less than once in a while, a dead floater (body) but there should be a LOT more bodies and/or lifeboats and rafts IMHO... would add to the immersiveness of a sinking...

4) Would the new damage model allow for parts of the ship to break off? I.E. funnels, cranes, cargo etc? Or is this asking to much of the game engine? Would be cool to say hit a funnel just right with the deck gun and watch it topple...


Now for a couple questions/problems I noticed.. if these are known issues, please let me know. If it is due to something I have set wrong, please let me know that as well...

I have tried the sim on normal and hard modes. I uusually se the fuel cheat option, camera options, and a couple others for playability. None of these appear to be part
of the AI functions in the sense of how the AI operates.

1) I never seem to hear any sonar pinging from any DE, DD, CL or other support craft capable of sonar/sub operations. Is this a limitation in the game, a bug or something else I am not seeing?

With that in mind, to me the AI seems extremely dumb. I have been able to sit, move around, make all sorts of noise and yet the AI just moves around like it cannot find me. AND I have left my scope fully extended even as they drive right on by.. If I surface, they do actually shoot at me but I have yet to be depth charged in any battle even after sinking ALL convoy ships except the escorts!

The escorts just do not seem to be actively trying to find me and my sub for some reason. Is this a known problem or is something else going on here that I am not aware of? Right now battles are pretty boring because the AI is just not being aggressive at all. The only thing I have experienced is getting to close to a merchant and he rammed me. Even then the escorts did not do anything nor come charging down any of my torp bearings to trashcan me.

Anyhow, if someone can offer any advice to some of this, it would be appreciated.. The sim is the best out there for the genre, no doubt. But unless I can get the AI to give me some kind of challenge..... As for the other stuff, I would be interested in hearing about the questions I asked and suggested...

Just to reiterate, I am running SH4 patched up, UBoat patched up, RFB patched current, RSRD patched current. I installed exactly as instructions said. Game runs smooth, no obvious things missing or broken other than what I have mentioned...

Thanks...
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Old 03-17-09, 07:46 AM   #2804
AVGWarhawk
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Hey Malakie! The ship dying sounds are limited to what the game engine can offer and the sound can only play so long before it has to loop. If I'm not mistaken if the sound clip is to long it will not play at all. I could be mistaken here and that is best left up to LukeFF to answer. But, yes, the ship dying noises is cool and I wish we could hear it through the hydrophone as well.

AI. There is a mix of very smart DD and very dumb DD. I, like you, seem to find the very dumb ones. Also, I might be speaking out of line here but I believe the early war you will find DD that are not very bright and do not ping in search of you. Later on in the war they become more aggressive. Again, this is only speculation on my part as I finally have been able to run a few partrols in the early war and this has been my experience thus far. I do know the next release is using the new environment mod and AI detection needs to be worked on because the AI can find you much to easily. So, that is a good thing.

Anyway, join the RFB forum or just view the threads to see what is happening, up coming and add your observations. Link below:


http://forum.kickinbak.com/index.php...647a9120c08614


PS: I run just RFB and RSRD (patches includes) like you so we are pretty much on the same page.
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Old 03-17-09, 07:51 AM   #2805
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Malakie:
There is a gazillion list of 'flaws' in the game. The MODs have tried to correct most of these but at some point the game engine just won't let one go any further.

Also UBI are not forthcoming with a DEV kit (developer kit) that will allow the mods to go further, but there are a few individuals who have put 'years' work into decifering the game by trial and error. Without their efforts I don't think UBI would have been able to sell this game at all, considering the original condition it was released in.

Any real first hand experience is a rare thing and always welcome.. and of course, Welcome to the Forums.
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