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Old 03-14-10, 05:57 PM   #1
Galanti
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Originally Posted by Platapus View Post
I just installed RFB2 and have started a new career. Although my heart belongs to SH3, I am determined to give SH4 a good run. I am still not crazy about the interface for manual targeting, but it is a fun game.
Wow, I'm about 180% in the other direction. I love the fleet boat TDC, especially the PK. I love the fact that I can set up a solution, turn on PK and continually check my inputs through sonar pings.
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Old 03-15-10, 02:57 AM   #2
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Wow, I'm about 180% in the other direction. I love the fleet boat TDC, especially the PK. I love the fact that I can set up a solution, turn on PK and continually check my inputs through sonar pings.
+1
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Old 03-15-10, 03:19 AM   #3
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.
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Old 03-22-10, 09:21 AM   #4
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Originally Posted by Galanti View Post
Wow, I'm about 180% in the other direction. I love the fleet boat TDC, especially the PK. I love the fact that I can set up a solution, turn on PK and continually check my inputs through sonar pings.

I just never got the hang of that Position Keeper. How does it work? What is the point of it?
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Old 03-22-10, 09:55 AM   #5
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Originally Posted by Immacolata View Post
I just never got the hang of that Position Keeper. How does it work? What is the point of it?
The position keeper allows you to keep a solution locked in. Since the target and usually your boat are moving the solution is always changine, this compensates for the movement.
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Old 03-22-10, 10:58 AM   #6
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I just never got the hang of that Position Keeper. How does it work? What is the point of it?
Next to the Norden bomb sight it was one of the best devices of WW2. The name means exactly what it does. It keeps relative position of your boat to the target vessel done through your inputs on the TDC. It is done mechanically. Those inputs are range, speed and AOB. If your three calculations noted are close to dead on, the position keeper will show with outlines of your boat and target vessel on dials. Each dial moves according to your inputs and continues to move each dial after it is turned on. Unless you or your target changes course the position keeper allows the user to predict with certainty the position of your boat to the target generating optimal view to a sinking. Keep in mind that once the three critical inputs are established and entered the scope does not really require to go up for a look anymore. Just watch the position keeper. The device also changed the gyros in the torpedos real time via the TDC. It is quite a clever device.
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Old 03-22-10, 02:44 PM   #7
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Put 3 fishes in different compartments and nearly 35 HE (waterline) shells in an small tanker last night and saw him sank after 25 minutes RL.
Imho a small tanker should be nearly desintegrated with this.

I really like the sinking mechanics...... but getting sick of the damage modell sometimes.

Is it possible to make a "lite" version. Got SH5 in mind where are two mods around, working great together (Real flooding and critical hits for torps).

I´m really missing the "big booom" sometimes or the chance of quick finishing off especially the small merchants.

Where can i find the files to lower the hitpoints for a ship or increase the strenghts of the torps or shells ? I´m thinking of *zone files but don´t know which editor i can use for them.
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Old 03-22-10, 08:12 PM   #8
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Originally Posted by McHibbins View Post
Put 3 fishes in different compartments and nearly 35 HE (waterline) shells in an small tanker last night and saw him sank after 25 minutes RL.
Imho a small tanker should be nearly desintegrated with this.

I really like the sinking mechanics...... but getting sick of the damage modell sometimes.

Is it possible to make a "lite" version. Got SH5 in mind where are two mods around, working great together (Real flooding and critical hits for torps).

I´m really missing the "big booom" sometimes or the chance of quick finishing off especially the small merchants.

Where can i find the files to lower the hitpoints for a ship or increase the strenghts of the torps or shells ? I´m thinking of *zone files but don´t know which editor i can use for them.

DDEnvironment does that.
increases torp strength to a realistic level.
reduces the torp failure rate.
Does all kinds of little extra stuff like that to improve gameplay.

It's an overwrite, so I'd think after installing it, you could enable whatever mod your using.
then the JSGME mod enabled pack would take precedence.
It's also 100% compatible with even a vanilla install of sh4.
so you can play it while using our mod and your friend can play with you, but not need the mod.

Check it out here: http://www.warishellgaming.com/forum...ad.php?t=26067

to do that yourself, you need to edit the torpedo.zon file.
I believe it's torpedos_US.zon.

Use s3d to edit them.

Last edited by Bish0p; 03-22-10 at 08:28 PM.
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Old 03-22-10, 08:48 PM   #9
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The maker of DDenv. said it wouldn't work with any of the supermods...
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Old 03-23-10, 02:57 AM   #10
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Originally Posted by Bish0p View Post
increases torp strength to a realistic level.
That's highly subjective.
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Old 03-23-10, 02:57 AM   #11
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Originally Posted by McHibbins View Post
Put 3 fishes in different compartments and nearly 35 HE (waterline) shells in an small tanker last night and saw him sank after 25 minutes RL.
Imho a small tanker should be nearly desintegrated with this.
Which tanker? There are two of them in the game.
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Old 03-23-10, 07:02 AM   #12
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Originally Posted by McHibbins View Post
Put 3 fishes in different compartments and nearly 35 HE (waterline) shells in an small tanker last night and saw him sank after 25 minutes RL.
Imho a small tanker should be nearly desintegrated with this.
In tests ran with the Small Old Tanker (assuming this was the ship in question), 1 torpedo took down the ship every time in less than 15 minutes.

Suggest you make sure you don't have conflicting mods. There is no way in the world a small tanker should be surviving 3 torpedo hits in RFB.

EDIT: in tests ran with the tanker added with the U-boat add-on, the ship sometimes took 1 hit and sometimes 2 before it sank.

The mod's working as designed.
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The RFB team is an open group and our work is open to anyone. Although we have a separate forum for development and testing, it is not a private forum, so you can drop in and see what's going on or contribute. The forum is open to other developers that need a place to exchange ideas too.

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

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Old 03-23-10, 09:01 AM   #13
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Ok mates, i´m sorry !

Wasn´t a small old one. It was the medium that came with the Addon I think

Running SH4 with RFB 2.0 and RSRD SH15V550 +Patch.
I don´t want to criticize your mod ´cause I really love it. The sinking mechanics for merchants above ie. 4500 tons are great.

But just for me personally, I would like to have the chance for quicker sinking a ship under 4000 tons or get a Tanker down with a big explosion (maybe too eyecandy or unrealistic but I saw that so often in some documentaries. On the other hand I know, that an empty Merchand is hard to sink, an empty Tanker might be much much harder)

So, when I´m talking about a "light version" of the damage model I have the stock behavier for small ships or a slighly increased firepower in mind.

There was a really good compromise made for SH5 where natural sinking mechanics or flooding (mod) works together with critical torps or/and deckgun (mod).






http://www.subsim.com/radioroom/showthread.php?t=163930

http://www.subsim.com/radioroom/showthread.php?t=163663

http://www.subsim.com/radioroom/showthread.php?t=164953





The one is slowing down the sinking while the others is giving the chance for a critical hit and mighty boom.

I personally like the idea behind the Crit-Torp-Mod. He´s not only decreasing the power but give the loadup a chance between ie 100 pts(low damage) or 400 (high damage).

In GWX i think was also a nice harmony between sinking mechanics and quick finnishing. You were able to observe the sinking of an merchant for a long time but you were also able to go surface and destroy him quickly with another torp or deckgun if necessary ( aircraft base nearby etc).

I don´t know if this is possible for SH4 or some Mods but personally i would like it.

And just to make it clear : I´m not an impatient Counterstriker but i think it´s historical proven that a big boom isn´t just eyecandy.

Again, I adore your work and really love your mod. No harm, no criticism, it´s just a little thing I wish to have.




P.S.: sry for my bad english
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Old 03-23-10, 11:48 AM   #14
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^^ +1 on what he said
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