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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1036 | |
Watch
![]() Join Date: Feb 2013
Posts: 17
Downloads: 25
Uploads: 0
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stock: http://img.photobucket.com/albums/v2...ps69b48bd2.jpg rfb: http://img.photobucket.com/albums/v2...pse1966e0b.jpg http://img.photobucket.com/albums/v2...ps637102b3.jpg is this mod gonna bring me back my beautiful gyro angle line (i don't know the exact technical term so i picked that up from the stock-game manual)? because i feel blind without it. it's the only thing keeping me from using rfb. edit: and i seem to be missing a button for my stopwatch. it does appear automatically when i fire torpedos, but i need my manual switch for when i'm pursuing so i can use it with the nomograph for quick and accurate speed calculations. also, i'm having trouble with the range finder. that's a mogami heavy cruiser in the third (torpedo) tutorial for rfb, right? well, the attack plotter (as well as the contact update on the navmap) never match the results i get when using the stadimeter. edit2, here it is: navmap shows 800: http://img.photobucket.com/albums/v2...p-shows800.jpg trying to apply the appropriate method when using optics in an attempt to estimate the range and receiving incorrect results. had i compensated for the ship's starboard tilt (one torpedo impact from my initial attack), i would've gotten 400 instead of 450 m. 400 instead of the correct 800! http://img.photobucket.com/albums/v2...-incorrect.jpg how can it seem so wrong and feel so right? http://img.photobucket.com/albums/v2...00-correct.jpg attack plotter shows "lock" on 800: http://img.photobucket.com/albums/v2...slockon800.jpg and of course, this time not a single miss: http://img.photobucket.com/albums/v2...ut3FINALLY.jpg yeah, we need better optics, first and foremost. but i'd like to get my gyro attack line and chronometer back as well. Last edited by bifutake; 02-11-13 at 10:05 PM. |
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#1037 |
The Old Man
![]() Join Date: Aug 2006
Location: Yonkers, NY U.S.A.
Posts: 1,507
Downloads: 154
Uploads: 0
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If I'm not mistaken, RFB may remove the "track line" you're referring just as it removes the sonar track lines. This was done to add realism, since in reality you wouldn't see such lines. As for the range problem, please note the following for RFB: Stadimeter readings for merchants use tallest mast, readings for warships use tallest smokestack, and carriers use measurments from flight deck. Hope this helps.
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#1038 |
Watch
![]() Join Date: Feb 2013
Posts: 17
Downloads: 25
Uploads: 0
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it does, thanks. what about the missing chronometer button? is there at least a keyboard shortcut?
edit: just to confirm, the "stock map icons" mod does indeed restore all those lines. now all i need is that stopwatch and i'm good to go. edit2: nevermind, forgot i had google (keyboard shortcut is "x"). sorry about the stupid questions, i've been playing this game less than a week now. edit3: and lol, three duds and one solid hit (they were all on target though) in my last initial attack in the third tutorial. isn't that a touch much? does it have anything to do with the set parameters for the torpedo (i used "high speed, contact detonation" on all four). the sea was rather calm so i can't really blame it on the waves. Last edited by bifutake; 02-12-13 at 10:30 AM. |
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#1039 | |
Admiral
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Regarding the track lines on the Attack Map screen, or even the target ship image on the Nav Map, I'm one to believe it's up to you the player to choose whether you wish to use them or not. Frankly, I never use the Attack Map to figure manual targeting, so the idea of removing the lines that assist those that do seems too controling to me. The same with the ship silhouette on the Nav Map. "Enabling" the "No Map Contact Update" option removes the icon. So why have a mod do it for you? It's there if you want it with the option enabled, it's gone when you don't. Same with the subs orange marker on the surface when the sub is submerged. If you don't want to know where your sub is, don't go to the "Free Camera" view and look for it.
If your honest with yourself, you can make the game as hard or easy as you prefer, without having "modifications" to the game do it for you. I learned when I was a kid playing Avalon Hill war games how to play both sides by myself. You just keep you mind focused on the side at hand, forgeting about the strategy you have in mind for the other side, and allow the game to play through. When I'm done with the OTC for RFB/RSRDCv575, the Attack and Nav Map will have their lines and icons back, so will the sub submerged icon. It'll be up to you to decide what you wish to use.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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#1040 |
Grey Wolf
![]() Join Date: Apr 2004
Posts: 786
Downloads: 254
Uploads: 0
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So there is no way to get manual targeting, WITH map contacts??
as in, I want my sonar guy to show me on the map where the ships are with the typical lines. |
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#1041 |
Grey Wolf
![]() Join Date: Jun 2011
Location: UK
Posts: 752
Downloads: 414
Uploads: 0
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You need this
http://www.subsim.com/radioroom/down...o=file&id=1470 It restores the hydrophone bearing lines to RFB
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-------------------------------------------------- Authority should derive from the consent of the governed, not from the threat of force If the only tool you have is a hammer, pretty soon everything starts to look like a nail FOTRS Ultimate http://www.subsim.com/radioroom/showthread.php?t=226270 The future of SH4 - coming to a PC near you soon ![]() |
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#1042 | |
Swabbie
![]() Join Date: Mar 2011
Posts: 8
Downloads: 350
Uploads: 0
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#1043 | ||
Admiral
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There's been a long standing problem with the stock game, that allowed earlier boats (like the S-Class and Porpoise) to allow for mouse control of the Sonar bearing marker. I'm pretty sure its the Gato that lost that ability (unless you use the Home/End keys). The keyboard control still allowed you to place the Sonar marker where you wanted. You say there's no keyboard control, no mouse control (since the bearing maker doesn't even exist)? I've never seen the bearing marker (the little diamond looking thing revolving around the dial) not appear. That's a good one. Some mods correct the Gato controls, allowing for a mouse interaction. I'm not aware of the marker disappearing completely, not allowing you to do anything with it. I'll have to fire up the game to see. One possible trouble is in the saved game files. Maybe you removed a mod out of the list in JSGME, then tried to replay the saved point without the mod included. That can always cause strange things to happen. Tell us what mods you're running outside of RFB 2.0 and RSRDC v575. Make sure you're running version 575 of RSRDC,and not one of the other non compatible versions. And since you didn't mention it......Are you using the "April patch" for RFB 2.0, AND using the "RSRDC v5xx patch 1" after v575?
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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#1044 | |
Swabbie
![]() Join Date: Mar 2011
Posts: 8
Downloads: 350
Uploads: 0
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In order I have these mods install: RFB 2.0 RFB_20_Pacht_23April2010 MaxOptics IV RFB 2.0 MaxOptics Binocular for RFB RSRD_RFB_V575 RSRD_V5xx_Patch1 RSRD_RFB Pre Peal Harbor Caree Start GirlInEveryPort I did remove Nisgeis Range Ring and Bearing Line Mod and the TMOKeys mod but that was after the sonar went missing. I beleive I had them in that order after GirlInEveryPort. I also tried reloading all the mods to no use. I still play it just makes it a little more interesting. Thank You for your help. |
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#1045 | |
Swabbie
![]() Join Date: Mar 2011
Posts: 8
Downloads: 350
Uploads: 0
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I got back to base and got a new sub. A Balo. It has sonar, so all is well. Back to sinking ships. Thanks |
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#1046 | ||
Admiral
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![]() But, it's something to look into. I'm working on my Optical Targeting Correction mod for RFB 2.0 and RSRDC v575. Been having quite a time in correcting some of the things RFB has messed around with. Re naming stock equipment has thrown a monkey wrench into fixing things. It started with running the Museum and finding CTD's in less than half dozen units....... sound files missing as well. If a unit causes problems when viewing it in the Museum, it's going to cause problems when you run into it again in-game. I'll need to look at the Gato to see what's up with the sonar. The problem with making a mod for a mod....... whatever shortcomings there are with the first mod(s), your mod gets blamed for the SNAFU.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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#1047 |
Nub
![]() Join Date: Mar 2012
Posts: 3
Downloads: 42
Uploads: 0
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Hi. I am trying to run this: http://www.subsim.com/radioroom/down...o=file&id=1163
with RFB and RSRDC but a lot of bugs result (i.e. no bridge view). Running the ship by itself without RFB and RSRDC has no problems. Anybody can help? |
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#1048 |
Pacific Thunder
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I don't see a need for Real Fleet Boat with that mod because RFB deals with modifying submarines.
How does that mod like the RSRD campaign by itself? There may be an issue there too. I've never tried it so I don't know. Happy Hunting!
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" Bless those who serve beneath the deep, Through lonely hours their vigil keep. May peace their mission ever be, Protect each one we ask of thee. Bless those at home who wait and pray, For their return by night and day." |
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#1049 |
Nub
![]() Join Date: Mar 2012
Posts: 3
Downloads: 42
Uploads: 0
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Ah.. I get it. Thanks. I'll give that a shot and try it with GFO 1.1 and RSRDC. Thank you.
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#1050 |
Nub
![]() Join Date: Apr 2012
Posts: 3
Downloads: 5
Uploads: 0
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First of all, let me open by giving a big thank you to all who have contributed to this mod. It makes the original version of this game look like trash in comparison. I bought this game a few months ago but was very disappointed with the way the stock game handled. I may have tried this mod at first but perhaps was unable to install it correctly. This time it all seemed to go more smoothly, but I do have one issue.
The graphics and control of the submarines are incredibly detailed, but whenever I encounter an enemy ship I am immediately engaged, irregardless of distance or visibility. The instant I get a visual contact I immediately get fired upon with incredibly-accurate fire. There is no time to dive or take any action without getting heavily damaged. I just started a new campaign and run into a battleship and was destroyed in two salvos before I could even get under the water. And before that, upon my first encounter with a convoy I was engaged by a destroyer at an extreme distance (though I didn't have a chance to see exactly how far) and sunk by three salvos: the first one missed by a hare and the following two hit me right on the bridge in the dead of night. Is this considered normal for this mod? In my past experiences with the Silent Hunter series the player would atleast have a few moments to decide upon a course of action before being engaged with relative accuracy. Meanwhile these AI gunners would have been the envy of any navy in history, being able to hit an S-class submarine at several miles distance with the first shot at dusk. And if this is not an intended design of this mod, what steps can I take to correct it? I have tried reinstalling the game and mods twice with the same results. |
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