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Old 06-16-24, 09:44 AM   #1516
KaleunMarco
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Originally Posted by Axe1999 View Post
Hey everyone, loving the mod so far but I'm trying to download the TMO Plot mod to restore map contacts and all of the links I found are dead, anyone able to reupload it?
hello, axe.

if you want to restore map contacts, you really do not need a mod for that as that feature is controlled by a GamePlay Option.
While you are in-port, click on the Motorola Radio Set sitting on the file cabinets. then click on GamePlay Options. Make your selections and click Save Changes.

good luck!
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Old 12-14-24, 10:50 AM   #1517
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Hello. I've rediscovered this game after many years and I'm tackling it by trying a new super mod. I was a TMO+RSRDC enjoyer and decided to give RFB a go. The detailed damage and sinking mechanics described in the manual are intriguing but it mentions that only merchants, submarines and small warships have this mechanic (patch included).
Does that mean that Cruisers, CVs and Battleships have the stock HP based damage and sinking mechanics? If yes, is there another mod i could patch on top to address the untouched ship classes?


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Old 12-14-24, 10:56 AM   #1518
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Old 03-21-25, 11:27 AM   #1519
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None of the download links work for me. Does anybody have another link to download this mod?
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Old 03-21-25, 03:48 PM   #1520
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None of the download links work for me. Does anybody have another link to download this mod?
the very first link in the list on Page One works.


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Old 03-21-25, 06:27 PM   #1521
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Originally Posted by KaleunMarco View Post
the very first link in the list on Page One works.


Just tried it again and it is now working for me. Not sure what was going on before. Thanks!
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Old 03-22-25, 09:00 AM   #1522
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Just tried it again and it is now working for me. Not sure what was going on before. Thanks!
any time!!

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Old 04-19-25, 05:20 PM   #1523
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Hi all, unsure if this thread is still being maintained.


I'm running 1.5 SH4 w/ RFB + patch + RSRDC + patch + ISP, and had a very weird issue today. Instead of running along their one- or two-degree gryo offset from the tube, all 8 of my torpedeos (four rear tubes, then four front tubes) took a 90° turn to the South-Southeast. Pictures below for clarity.


Are gyro malfunctions part of this mod, or did I foul something up? And if I did foul something up, what can I do differently to avoid this in the future?


Background: It's 1150 on December 31, approximately 19°16' N, 121°44' E. I've been tracking a Chitose seaplane tender and its two escorts for the past 4 hours, doing a wide end-around on the surface during daytime to put myself in proper firing position. I submerged 6,000 yds to port of the Chitose's track, then slowly creep forward to set up my stern tubes for a shot. I ended up approximately 2,000 yds to stardboard of the track before the shot.


Over the last 30 minutes, I've been checking and rechecking my solution to make sure it's perfect. The waves are choppy which makes things difficult, but I've narrowed down the Chitose's speed to somewhere between 6 to 7 knots. My potting room consistently gives me a course between 355° and 005° true, and I split the difference by using 000°.


I launched my four stern tubes at the Chitose. They're all launched at high speed, magnetic/contact, 10 feet of depth. The gyro angle is small (less than 10°), and I vary the gryo offset between +/-1° from the TDC calculations. Instead of running hot straight and normal, all four tubes take a hard 90° turn to the south.


"Huh," I think to myself. "That's weird."


I go to flank speed and quickly swing the boat around to port for another shot with the bow tubes. I double-check the range, speed, and track, then launch four more tubes. Same settings, small gyro angle and a little variance for spice, then FIRE! And yet again, all four torps swing south by 90° and miss the target completely.


I know that the Mk14 was notoriously unreliable, and had a tendency to circle run. I also know that I can make mistakes, and I'm willing to learn from them.


If this is a feature, great! I've just learned what it was like to be a US sub commander in the early years of WWII.
If this is a mistake, oh well. I guess I'll have to evade and try for another shot.
If this is a bug, damn!









https://i.imgur.com/24N89WJ.png
https://i.imgur.com/zwZIZA2.png

Last edited by Cunard; 04-19-25 at 09:34 PM. Reason: Updated my modlist.
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Old 04-19-25, 06:53 PM   #1524
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Originally Posted by Cunard View Post
Hi all, unsure if this thread is still being maintained.


I'm running 1.5 SH4 w/ RFB + patch + RSRDC + patch, and had a very weird issue today. Instead of running along their one- or two-degree gryo offset from the tube, all 8 of my torpedeos (four rear tubes, then four front tubes) took a 90° turn to the South-Southeast. Pictures below for clarity.


Are gyro malfunctions part of this mod, or did I foul something up? And if I did foul something up, what can I do differently to avoid this in the future?

torpedo malfunctions are definitely part of RFB.

i do not have a copy of RSRD handy so i cannot check its effect on US Torpedo guidence.

you don't mention December of which year in your excellent recap.
if it is before 1943, the changes of a gyro malfunction are greater than 50-50. More like 60-40.
1943 and beyond, it's 50-50.

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Fortis et stabilis et fidelis, semper


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Old 04-19-25, 07:26 PM   #1525
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Originally Posted by KaleunMarco View Post
torpedo malfunctions are definitely part of RFB.

i do not have a copy of RSRD handy so i cannot check its effect on US Torpedo guidence.

It's good to know that malfunctions are a thing. Is there one "standard" gyro malfunction, or is it a range of things? (Ignoring the duds and premature explosions.)


Quote:
Originally Posted by KaleunMarco View Post

you don't mention December of which year in your excellent recap.

1941.


Quote:
Originally Posted by KaleunMarco View Post
if it is before 1943, the changes of a gyro malfunction are greater than 50-50. More like 60-40.
1943 and beyond, it's 50-50.

Every single torpedo I've fired on this patrol has had the same malfunction: a hard 90 degree turn to the left. Assuming a 60% chance for a gyro malfunction, the chances of this happening are 0.000001%. Are you sure I'm not doing something wrong or encountering a bug?






EDIT: I realized I'm also using Improved Ship Physics, too.

Last edited by Cunard; 04-19-25 at 09:33 PM.
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Old 04-19-25, 09:35 PM   #1526
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Cunard!
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Old 04-19-25, 10:59 PM   #1527
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Quote:
Originally Posted by Cunard View Post
It's good to know that malfunctions are a thing. Is there one "standard" gyro malfunction, or is it a range of things? (Ignoring the duds and premature explosions.)
...

1941.
...

Every single torpedo I've fired on this patrol has had the same malfunction: a hard 90 degree turn to the left. Assuming a 60% chance for a gyro malfunction, the chances of this happening are 0.000001%. Are you sure I'm not doing something wrong or encountering a bug?
...

EDIT: I realized I'm also using Improved Ship Physics, too.
As KaleunMarco said, torpedo failures were common early in the war, but mostly running too deep, failure to detonate (both impact and mag pistors), or premature detonations. Circle runners were also not unheard of, but a consistent 90 degree left turn is technically not the game's torpedo failure routine.

You really haven't supplied enough information to accurately trouble-shoot what you have. Run JSGME and then click on "Tasks..." in the middle of the window. Then click on "Export activated mods list to..." and then choose "Clipboard" to paste it immediately into your next posting, or "Text file" to copy and paste it later. Make sure you include the full text of that, which will show the path of your game. If you had previously played the game with a different mod set, or maybe stock, then you should empty the Save folder (C:\Users \UserName \Documents \SH4), or use MultiSH4 and create a new 3-character Save folder, such as "RFB" instead of the SH4. That way, the Save data does not get polluted with the old set-up.

You also do not mention which version of RFB you are using, nor which version of RSRDC, or ISP. Plus, Improved Ship Physics is a mod specific to a certain build, but Torpex did not make one specifically for RFB (basically the stock game's ships) plus RSRDC (some additionals from lurker_hlb3). If you have certain versions of the mods, then you'll be close. Your JSGME mods list should have those version names...
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Old 04-19-25, 11:46 PM   #1528
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Originally Posted by propbeanie View Post
As KaleunMarco said, torpedo failures were common early in the war, but mostly running too deep, failure to detonate (both impact and mag pistors), or premature detonations. Circle runners were also not unheard of, but a consistent 90 degree left turn is technically not the game's torpedo failure routine.

You really haven't supplied enough information to accurately trouble-shoot what you have. Run JSGME and then click on "Tasks..." in the middle of the window. Then click on "Export activated mods list to..." and then choose "Clipboard" to paste it immediately into your next posting, or "Text file" to copy and paste it later. Make sure you include the full text of that, which will show the path of your game. If you had previously played the game with a different mod set, or maybe stock, then you should empty the Save folder (C:\Users \UserName \Documents \SH4), or use MultiSH4 and create a new 3-character Save folder, such as "RFB" instead of the SH4. That way, the Save data does not get polluted with the old set-up.

You also do not mention which version of RFB you are using, nor which version of RSRDC, or ISP. Plus, Improved Ship Physics is a mod specific to a certain build, but Torpex did not make one specifically for RFB (basically the stock game's ships) plus RSRDC (some additionals from lurker_hlb3). If you have certain versions of the mods, then you'll be close. Your JSGME mods list should have those version names...

I appreciate the detailed instructions, thank you. Here's the list I'm running, copied directly from JSGME.


RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
Improved Ship Physics_2.8



As far as save data getting polluted by the old set-up, I'm not sure what you mean. I've previously only run a stock campaign, and I'm using a different naming system for my RFB/RSRD campaign. (Stock files are "Career_2_010" and modded ones are "Career_3_00.")
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Old 04-20-25, 10:36 AM   #1529
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Originally Posted by Cunard View Post
I appreciate the detailed instructions, thank you. Here's the list I'm running, copied directly from JSGME.


RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
Improved Ship Physics_2.8



As far as save data getting polluted by the old set-up, I'm not sure what you mean. I've previously only run a stock campaign, and I'm using a different naming system for my RFB/RSRD campaign. (Stock files are "Career_2_010" and modded ones are "Career_3_00.")

i have thought of one other thing that neither PB nor I have mentioned previously: are you/were you using the PK (Placekeeper) function as you track your target?


if you were, then you MUST remember to turn it off and make one final check before firing.


PK is for tracking NOT firing. (fish are friends not food, lol)


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Old 04-20-25, 12:21 PM   #1530
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Quote:
Originally Posted by Cunard View Post
I appreciate the detailed instructions, thank you. Here's the list I'm running, copied directly from JSGME.


RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
Improved Ship Physics_2.8



As far as save data getting polluted by the old set-up, I'm not sure what you mean. I've previously only run a stock campaign, and I'm using a different naming system for my RFB/RSRD campaign. (Stock files are "Career_2_010" and modded ones are "Career_3_00.")
You did not include the "path" to your game. Where is the RFB/RSRDC modded game on your computer? The default for any SH4 install is to have it install into "C:\Program Files (x86)\..." with the rest of the path dependent upon whether you have a disk version of the game, or a Steam, or Ubisoft or other licensing host. It is important to NOT be in any of the Program Files folders, or any other "user protected" folders on the computer, since Windows does NOT like any 'unauthorized' changes to files in those folders, such as what JSGME does when activating a mod. Let us know where you have the game.


Even if you have a good game install path though, you MUST delete the old Save data when changing a mod configuration load-out. The game runs off of the data in that folder, and any existing data is NOT overwritten with the new mod data placed in the game's install folder. So you either need to use MultiSH4 as stated above, or delete the contents of the "C:\Users \UserName \Documents \SH4" (or similar path) in order for the game to re-create that folder but with the new data in it. There are enough changes in the RFB submarines that would require that, plus the changes to ships and campaign from the RSRDC files, that you probably have a mess, or what is oftentimes referred to as "mod soup", but not of the good kind. Get rid of the old Save data and start over with the RFB / RSRDC campaign. You will lose all progress thus far in both regular SH4 and RFB, but even the stock game files in the Save folder are borked and would not play properly if you did de-activate RFB and all of the other mods. btw - the use of ISP on top of RFB / RSRDC probably is not too much of an issue, but not all of the ships are in the mod (RSRDC changes), and there is the possibility that some of them would no longer have properly linked sim files. I would recommend to run just RFB / RSRDC and their patches first, get a hang of how it all acts, and then add the ISP in, and see if you notice any adverse effects. If you do, de-activate ISP, empty the Save folder, and start again without it...
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