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Old 10-28-08, 01:15 PM   #1681
Orion2012
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Quote:
Originally Posted by matelot2001

I too have the 'No Lock' issue, but for one who uses the Dick O'Kane and the J P Cromwell techniques, it's no real problem - Might I suggest to all of us who suffers from the problems of 'No Lock' to learn these techniques. Not only does it overcome the issues, but it's another tool to our arsenal. An extended thank you to the team that came up with these techniques - RR, Nisgeis and anyone else I have forgotten...
Well said.

Plus remember everyone the attack can be plotted by taking speed with the nomograph, and bearing and range with the sonar.

If there are DD's in the area, plug in the O'kane method.

O'kane and the Tang were successful because O'kane used alternative targeting methods to generate a solution, you should all try doing the same.

Quote:
Originally Posted by Kruger
Hi. I understand that PE4.1 is included in the latest RFB release. What will happen when Kriller will post version 5 ? Will it overwrite the 4.1 version included ?
PE4 is currently integrated. When PE4.1 is released, it will be integrated assuming it isn't against kriller's wishes.
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Old 10-28-08, 02:19 PM   #1682
Fish40
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Any answers to the question I asked previously about the periscope's horizontal centerline missing, and how or what tick mark do we place at the waterline of the target to obtain range?
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Old 10-28-08, 02:21 PM   #1683
LukeFF
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Quote:
Originally Posted by Fish40
One more question: the periscope seems not to have a horizontal centerline. I noticed in the picture of your Sig, that "real" scope dosen't seem to have a visible centerline either:hmm: Provided this is correct, do you count the vertical tick marks and find the center that way? Sorry to sound like an ignoramus, but I was just wondering what line would be lined up with the target's waterline while obtaining a range reading.
You don't need to worry about lining up the scope with the target's waterline when taking a range reading (unlike the case with U-boats).
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Old 10-28-08, 03:13 PM   #1684
Fish40
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Thanks for the reply Luke! Love the mod
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Old 10-28-08, 03:17 PM   #1685
Georg_Unterberg
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Thanks Luke, though I like realism I will revert back to the stock 1.5 map as the new colors are "disturbing" me.

Now I know it's easy - just replace RFB1.52 /Terrain/Pal/gradient.tga with stock file

Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by Georg_Unterberg
Please, can someone help me with my RFB 1.52 map. The sea color chart is messed up and I don't know why. Please look at the images 1 (Stock 1.5)
and 2 (RFB 1.52)
It's historically correct, and we specifically asked Nisgeis to create it this way:

That's a 1945 Kriegsmarine map of the Norwegian coast. Light blue water is deep water, dark blue is shallow.
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Old 10-28-08, 03:45 PM   #1686
kylesplanet
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Quote:
Originally Posted by Georg_Unterberg
Thanks Luke, though I like realism I will revert back to the stock 1.5 map as the new colors are "disturbing" me.

Now I know it's easy - just replace RFB1.52 /Terrain/Pal/gradient.tga with stock file

Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by Georg_Unterberg
Please, can someone help me with my RFB 1.52 map. The sea color chart is messed up and I don't know why. Please look at the images 1 (Stock 1.5)
and 2 (RFB 1.52)
It's historically correct, and we specifically asked Nisgeis to create it this way:

That's a 1945 Kriegsmarine map of the Norwegian coast. Light blue water is deep water, dark blue is shallow.
I really like the new map because it adds something to the gameplay. The stock map gives you pretty much exact depths but the RFB map doesn't so you have to do what real skippers had to do, take a depth sounding. Taking that sounding can give your location away if the bad guys are near, a reality skippers had to deal with.
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Old 10-28-08, 04:00 PM   #1687
ustahl
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Default Environmental 5 fixes superstucture shimmering in periscope view

RFB 1.52 is great, no doubt. Thank you & congrats.
I'm puzzled, however, by following visual oddity: when looking through the periscope at capital warships, their superstructures keep shimmering constantly, Yamato is worst. In free cam, non-periscope view there is no shimmer, superb graphics at maxed out graphical settings.

I tried changing graphic settings in both the game and nVidia driver options - the periscope view shimmer persisted. I also tried alternative periscope mods - the shimmer remained.

I then installed (despite mod conflict warning) Environment 5.0 incl. patch 1.0 on top of RFB 1.52 and the shimmer was gone. No problems, glitches whatsoever so far in a few historical battles and a couple campaign hours. For me RFB 1.52 and EE 5.0 seem to work flawlessly together. Hopefully possible mod conflicts won't turn up later.

A 2nd visual glitch: Yamato for some reason shows both the huge & ugly stock portholes as well as the retextured smaller portholes from Kriller2's improved warship textures in PE. I fixed this glitch by running Kriller2's original standalone texture mod on top of RFB, and no more ugly giant portholes.
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Old 10-28-08, 04:37 PM   #1688
Rockin Robbins
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Quote:
Originally Posted by Arclight
Quote:
Originally Posted by chris455
Quote:
Originally Posted by LukeFF
BTW, guys, any comments on the new ship damage model yet?
I hit a Hog Island Type freighter with 3 Mk XIVs, I did not see the impacts, but my sonar man registered 3 hits.
The freighter was burning and down by the stern, I surfaced and put about 30 3" shells into her waterline. Still wouldn't go down. I then put about and fired a fourth Mk XIV into her midships, no noticeable difference, but the fish DID explode right under her. Was ready to call the gun crew back when she started to settle. I didn't time the whole episode but it may have been and hour total.
Pretty tough ship.
Talking about tough ships...

Started a new career in a S-boat, had my first run in with a Large Old Split freighter (8209t). Here's the torpedo damage she took;
http://i268.photobucket.com/albums/j...013335_843.jpg

After a hour or so, my patience ran out and I surfaced to engage with the gun. I put maybe 5 to 10 shells in the stern and she went down like a brick. At the same time a Small Modern Composite freighter had steamed into range and was zig-zagging away. Charged at her firing shells at her stern. When I closed to within 1000 yards, I launched a torpedo which struck the aft cargo hold and she went down like a brick as well.

I'd say big ships are now really tough, but I'm sure it would have taken less if I had been using Mark 14s. The Mark 10s feel a bit weak now, but then it is a smaller weapon, so I guess that makes sense. :hmm:

Love the deck gun BTW; single shell below the waterline will sink a small (wooden) vessel, like it should. Feels a lot more powerfull/usefull then previously.

Arclight, those three hits are too close together. Spread out they would sink the ship. But the way you did it you leave major compartments intact on both ends of the ship. That leaves the ship properly able to steam away. That is not a defect, but the glory of the new damage model.

Spread your hits out along the length of the ship and you will have much better results.
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Old 10-28-08, 05:12 PM   #1689
Kruger
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I made a fresh install today as following.


On top of this I installed the SH3 keyboard layout cfg.


Now I have a couple of questions. I read the manual, I downloaded the key layout, but it's not all very clear to me.

What exactly is the Hogan Alley, and how do I make use of it ? Is it some sort of relaxing compartment ?
How do I rig the boat for depth charging ?
Am I supposed to fill in every free slot with a man before leaving port ? When I sound the general quarters, why is it that the crew does not man the flak and deck gun ?
What's the shortcut key for general quarters ?
How do I browse the stern tubes (in TMO it was the E key) ?


Thank you, and please do not let yourselves bothered by the questions of an old and expired skipper
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Old 10-28-08, 05:21 PM   #1690
Wilcke
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Quote:
Originally Posted by kylesplanet
Quote:
Originally Posted by Georg_Unterberg
Thanks Luke, though I like realism I will revert back to the stock 1.5 map as the new colors are "disturbing" me.

Now I know it's easy - just replace RFB1.52 /Terrain/Pal/gradient.tga with stock file

Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by Georg_Unterberg
Please, can someone help me with my RFB 1.52 map. The sea color chart is messed up and I don't know why. Please look at the images 1 (Stock 1.5)
and 2 (RFB 1.52)
It's historically correct, and we specifically asked Nisgeis to create it this way:

That's a 1945 Kriegsmarine map of the Norwegian coast. Light blue water is deep water, dark blue is shallow.
I really like the new map because it adds something to the gameplay. The stock map gives you pretty much exact depths but the RFB map doesn't so you have to do what real skippers had to do, take a depth sounding. Taking that sounding can give your location away if the bad guys are near, a reality skippers had to deal with.
You got it man! Let me send you a case of your favorite beverage!
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Old 10-28-08, 05:31 PM   #1691
Monica Lewinsky
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TO THE RFB 1.52 designer folks:

Download it. Had a little problem un-compressing it, got over that after I figured out I was the dummy...

Tried a few short missions - fell in love with it - love the new map colors and the vague navigation map updates.

I have trashed all my RFB 1.5 saved version games - shame since I wanted to see how the war ends in RFB 1.5 - was in April, 1945 with manual targeting for all 16 missions.

Anyway, my purpose is aside from thanking you, I think and EQUAL amount of thanks should go to your "testers". I seem to think Rockin Robbins was one of them - just bowing in your direction and saying thanks to the "testers", too.

I am in S-18 on my first mission in January, 1942. DAMN Good MOD!

DAMN GOOD!

No complaints ... should give me MONTHS of TOTAL fun!

guys ...................................... THANK YOU!
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Old 10-28-08, 06:19 PM   #1692
LukeFF
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Quote:
Originally Posted by ustahl
RFB 1.52 is great, no doubt. Thank you & congrats.
I'm puzzled, however, by following visual oddity: when looking through the periscope at capital warships, their superstructures keep shimmering constantly, Yamato is worst. In free cam, non-periscope view there is no shimmer, superb graphics at maxed out graphical settings.

I tried changing graphic settings in both the game and nVidia driver options - the periscope view shimmer persisted. I also tried alternative periscope mods - the shimmer remained.
By "shimmering," what do you mean? Can you show me some screenshots of this?
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Old 10-28-08, 07:18 PM   #1693
ustahl
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Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by ustahl
RFB 1.52 is great, no doubt. Thank you & congrats.
I'm puzzled, however, by following visual oddity: when looking through the periscope at capital warships, their superstructures keep shimmering constantly, Yamato is worst. In free cam, non-periscope view there is no shimmer, superb graphics at maxed out graphical settings.

I tried changing graphic settings in both the game and nVidia driver options - the periscope view shimmer persisted. I also tried alternative periscope mods - the shimmer remained.
By "shimmering," what do you mean? Can you show me some screenshots of this?
I'm afraid still picture screenshots would not show the phenomenon as the "shimmering" is sort of like very fast flickering, shivering, jittering & quivering movement of superstructure surface textures. Sorry for my limited English capabilities (not native), can't explain it better. Anyway, I'm sure it can be fully displayed in a live video file.
In case of interest pls PM me video file mailing instructions.
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Last edited by ustahl; 10-28-08 at 07:40 PM.
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Old 10-28-08, 08:01 PM   #1694
LukeFF
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Quote:
Originally Posted by ustahl
I'm afraid still picture screenshots would not show the phenomenon as the "shimmering" is sort of like very fast flickering, shivering, jittering & quivering movement of superstructure surface textures. Sorry for my limited English capabilities (not native), can't explain it better. Anyway, I'm sure it can be fully displayed in a live video file.
That's what I thought it was. Will look into it some more to see if the problem can be alleviated.
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Old 10-29-08, 12:02 AM   #1695
bucky699
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A couple of noob questions, does this take away auto targeting? I am still very new and learning to shoot torpedos but sometimes i hit a game just to see some nice explosions and such so i just use the auto targeter. I've noticed that alot of mods take the auto targeting feature off cause its not true to real life, thefore making them hard to learn and enjoy for myself.

Second question is does this change any keymapping? I have recently found shSpeech2.54 for silent hunter 4 but it has conflicts with mods that change keymaps like Trigger Maru and such. I would like to try your mod but have gotten way to used to using voice commands. Does anyone here use the voice software and know if it works in conjunction with this mod?
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