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Old 03-18-09, 01:33 AM   #2806
Malakie
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Quote:
Originally Posted by AVGWarhawk View Post
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.

Well hopefully the AI will kick in at some point. After posting that message I went on two more patrols... really wish there were some way to skip from one way point to the next... gads waiting for the time it takes to move from Pearl to mission points reminds me of the REAL THING... ARGH such a pain... Anyhow, the first mission I sank two full convoys of ships plus a few other stragglers. Got a bronze out of it. Second mission I sank 1 huge convoy, just sank two CA's in a small flotilla with no other ships, sank 1 small convoy and a myriad of other stragglers. Have not docked yet as I saved and fell asleep but suffice it to say all of this has been a cakewalk. I have not even dented the paint on my sub yet... in fact it still has that 'new sub' smell! LOL

So either something is not working right, or the AI is still just superbly dumb even with RFB and RSRD. I know my real life experience is helpful in playing but not to this extent.
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Old 03-18-09, 01:51 AM   #2807
Malakie
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Quote:
Originally Posted by vanjast View Post
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.

I kind of figured there were some issues not able to be fixed or altered but you never know which until you ask about the ones you find yourself.

It is to bad UBI Soft has not supported this game and the mods. the X-Series (X Beyond, X2 Reunion and X3 The Threat and now Terrain Conflict) is a space SIMulation I play and support fully. The main reason? The devs support of mods and we the players. XBeyond was released in 1991 or so if I remember.. And only a month or so, X3TC was released. This newest just released version of X3 just shows that when devs and mods support a game, it really can work. That is a game franchise that not only has had staying power but gets better and better each time. For those not familiar with it, if you like Space simulation/gaming you MUST check this out. In this series you can do whatever you want. You can build your own stations and create your own empire, build a commercial venture, built fleets of ships and armadas, battle for sectors or the universe, explore strange things, or be a taxi driver! You can command and/or fly every kind of ship from fighter to battlecruiser to carrier to an entire fleet. You can control them from the 3D bridge or from RTS type viewing. You can dock at your stations or alien stations, you can capture ships and stations or blow them up... In essence you pretty much decide everything and anything..

And that does not come close to describing the game, let alone how much more it is even enhanced and grown due to the myriad of hundreds and hundreds of addons, mods and so forth. If you were an Elite fan in the old days, you have to check this out because if you are like me, you will not be disappointed if you have never seen the X series. (geez they need to pay me .. I sound like a saleman... YUCK!)

THAT is how games today I feel should be designed. SH4 COULD be so much more. The core engine and design in terms of graphics and visuals are one of the best for Naval sims. It could be so much more though.

I have always wanted a Naval sim that was in essence like the X-Series is to space sims. I have also wanted a Naval sim like this but for MODERN warships and subs and aircraft. Could you imagine SH4 done right with Seawolf, Akula, Spruance, Nimitz and all other modern class warships and weapons and with the graphics of SH4? That would be most awesome to experience IF done right and as a true open simulation of modern naval warfare.

You mentioned my experience and a welcome.. I have been on the forums a couple times before but not really involved because I could not really run or enjoy the game on my system. Now I can plus due to my injuries I now have LOTS of time.

I am also surprised that there are not more like me here with real life experience!! I would expect there to be quite a few people like me here.... perhaps not specifically as a Sonar Technician as I was but at least Naval and Military people... Suprised that is not the case.

BTW, does the game engine work and take into account water conditions for detection in this game? I.E. the layer, density etc,? If I dive below the layer does it make a difference in detection for the escorts?
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Old 03-18-09, 02:37 AM   #2808
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Quote:
Originally Posted by Malakie View Post
I am also surprised that there are not more like me here with real life experience!! I would expect there to be quite a few people like me here.... perhaps not specifically as a Sonar Technician as I was but at least Naval and Military people... Suprised that is not the case.
We actually have a number of testers and contributors that are either submarine veterans (one of whom served on fleet subs in the postwar era) or surface Navy vets (Lurker, the author of RSRDC, is among this latter group). Others as well are veterans of the other military branches, like myself (Army, 6 years). So, we do have a good bit of real-world input.

Quote:
BTW, does the game engine work and take into account water conditions for detection in this game? I.E. the layer, density etc,? If I dive below the layer does it make a difference in detection for the escorts?
The game uses sea state (i.e., how heavy the seas are) and thermal layers to determine how detectable the player's submarine is. Things like density, salinity, etc., are not, however.
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Old 03-18-09, 02:40 AM   #2809
Malakie
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Quote:
Originally Posted by LukeFF View Post
We actually have a number of testers and contributors that are either submarine veterans (one of whom served on fleet subs in the postwar era) or surface Navy vets (Lurker, the author of RSRDC, is among this latter group). Others as well are veterans of the other military branches, like myself (Army, 6 years). So, we do have a good bit of real-world input.

The game uses sea state (i.e., how heavy the seas are) and thermal layers to determine how detectable the player's submarine is. Things like density, salinity, etc., are not, however.

Great to know there are others here! And good to know about the sensor detection thresholds in game.. I can understand the limits for detection in game but it is good that two of the most important are used.. sea state and thermal..
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Old 03-18-09, 11:46 PM   #2810
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How about we trade games? My game has merchants with sharpshooters that severely damage my sub with their first shot if I surface. If I leave the periscope up for more than a few seconds in daylight I am spotted and the DDs with the sonar ops with super hearing find me right away and stay on me a long long time. I could use some ignoring and bad shooting now and then.

ancient46-a postwar baby and a Navy vet sailing in a Fletcher Class DD for 3+ years and a River Patrol Boat for six months.
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Old 03-19-09, 01:24 AM   #2811
vanjast
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You can change this AI behaviour.

I've read countless articles and books, and when I saw the AI parameters, I laughed... and changed them.
'../data/cfg/sim.cfg'
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Old 03-21-09, 07:19 AM   #2812
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so i see SCAF has been integrated, question i have is, How do i know what part of the ship to take my range calculations from since the red mark in the recognition book doesnt exist in RFBs version of SCAF.??
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Old 03-21-09, 11:37 AM   #2813
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Quote:
Originally Posted by R3D View Post
so i see SCAF has been integrated, question i have is, How do i know what part of the ship to take my range calculations from since the red mark in the recognition book doesnt exist in RFBs version of SCAF.??
Lets see...

Page 39:
Code:
Merchant Ships: top of the tallest mast.
Aircraft Carriersand Aircraft Transports: flight deck.
All other warships: top of the tallest funnel.
RTFM !!!

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Old 03-21-09, 11:03 PM   #2814
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Speaking of warships, right now I am helping Observer re-zone the destroyers, so that they fall in line with the rest of the ship damage mod. Japanese DDs are now blowing up quite nicely and (very quickly) in a variety of ways.
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Old 03-22-09, 09:34 AM   #2815
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Great. Now I'm gonna waste how many fish trying to hit 'em?

Seriously, though, it's good to hear the warships are getting revamped, too.
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Old 03-22-09, 03:51 PM   #2816
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Quote:
Originally Posted by theluckyone17 View Post
Great. Now I'm gonna waste how many fish trying to hit 'em?
Most times a single torpedo will be enough to down a DD, though there will be times a second one will be needed. This corresponds fairly well to reality. For the times a second one is needed, it will almost always be the case the ship will be already be stopped as a result of the first hit, so the second shot will be very easy.
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Old 03-23-09, 12:35 AM   #2817
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please can someone load this MOD on anything other than filefront!! the speeds are slower than my Gran on her zimmer!

cheers
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Old 03-23-09, 04:49 PM   #2818
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So when installing, is it rfb 1.52, then the patch and hotfix? or is the hotfix not needed anymore? thanks in advance.
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Old 03-23-09, 05:57 PM   #2819
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Quote:
Originally Posted by R3D View Post
so i see SCAF has been integrated, question i have is, How do i know what part of the ship to take my range calculations from since the red mark in the recognition book doesnt exist in RFBs version of SCAF.??
SCAF is not integrated with RFB 1.52. It was indeed included with the 1.51 release, but was removed with the latest release. I have just begun to look at range finding using the RFB reference points. Two ships so far, the Yamato, and the Fuso.

Yamato lists a "funnel" height of 27.4 meters
Fuso lists a "funnel" height of 25.9 meters

The Yamato will give you a 118 meter error over an actual 1053 meter distance. It's too short. The Fuso will give an 177 meter error, too short, over an 1121 meter distance. This is with both sub and target stationary at the listed distances. That's roughly a 20% error for the actual true range. Want to hit the target, get as close as you can. Gut shots are always accurate.
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Old 03-24-09, 04:09 PM   #2820
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What about the 2.0 release ? i read about it on your forum discussion...
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