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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: Apr 2004
Location: Ottawa
Posts: 536
Downloads: 106
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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.
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#2 | |
XO
![]() Join Date: Jul 2009
Location: Croatia
Posts: 420
Downloads: 52
Uploads: 0
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#3 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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#4 | |
Grey Wolf
![]() Join Date: Apr 2005
Posts: 798
Downloads: 3
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I just never got the hang of that Position Keeper. How does it work? What is the point of it?
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#5 |
Watch Officer
![]() Join Date: Mar 2010
Location: Yuba/Sutter, CA
Posts: 347
Downloads: 171
Uploads: 0
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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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#6 |
Lucky Jack
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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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#7 |
Seasoned Skipper
![]() Join Date: Feb 2008
Location: Good old Germany
Posts: 739
Downloads: 80
Uploads: 0
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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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#8 | |
Stowaway
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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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#9 |
Rear Admiral
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The maker of DDenv. said it wouldn't work with any of the supermods...
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#10 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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That's highly subjective.
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#11 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
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Which tanker? There are two of them in the game.
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#12 | |
SH4 Mod Team
![]() Join Date: Mar 2008
Posts: 165
Downloads: 3
Uploads: 0
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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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Thanks for everyone's encouragement and support. 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 Last edited by RFB Team; 03-23-10 at 07:12 AM. |
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#13 |
Seasoned Skipper
![]() Join Date: Feb 2008
Location: Good old Germany
Posts: 739
Downloads: 80
Uploads: 0
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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 ![]() 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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#14 |
XO
![]() Join Date: Jul 2009
Location: Croatia
Posts: 420
Downloads: 52
Uploads: 0
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^^ +1 on what he said
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