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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#946 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
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Could very well be they were a rookie crew. It happens.
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#947 |
Admiral
![]() Join Date: Aug 2003
Location: Michigan, USA
Posts: 2,387
Downloads: 21
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I finally got a chance to sit down and play the game today. Been a busy day. Anywho, I reran the Tokyo Express mission with the same Balao class sub. This time my watch crew spotted the lead Minekaze at about 9500 yards. I turned by sub so the lead Minekaze was about 90 degrees on my starboard beam. He spotted me at about 7500 yards (give or take).
As I was doing my patrol I started yesterday I came across large old split freighter. At 8500 yards my watch crew didn't alert me to the ships presence. Conversely the ship never reacted to me as I got closer. I sped ahead and about 4500 yards (I never got a ship spotted and it never spotted me) I dove to periscope depth to attack with torpedoes. ![]() Could this be because of my mod order? When I was running TMO, I always enabled TMO first, then the environment mod and then everything else. I know the beginning of this thread says to enable the environment mod first and then RFB. |
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#948 | |
Rear Admiral
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edit: Having said all that, i really didn't get a chance to play much just after "patch 1.5" so its possible it might be a 1.5 patch issue (i kinda hope it is honestly). As an aside, you might want to keep this post in mind: http://forum.kickinbak.com/viewtopic.php?t=510 Ive reduced the patrol rating requirements in TM, primarly because i noticed i wasn't seeing a medal awarded very often. I have however seen a silver star and a CMOH in one career game, so im just not sure whats up. |
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#949 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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As for merchant spotting range, it has been designed so that, so long as the player doesn't do anything stupid, the chance of a merchant detecting you is very slim. Norman Friedman writes in his book on WWII submarines that only 8% of Japanese merchant ships attacked ever took evasive action, because they just weren't aware of what was going on around them.
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#950 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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#951 | |
Admiral
![]() Join Date: Aug 2003
Location: Michigan, USA
Posts: 2,387
Downloads: 21
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#952 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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Little preview of something coming in the next release:
![]() That's a fixed version of the camera for the US single-barrel 20mm cannon. All of the other AA guns (including the German ones) will be getting a touch-up in this next release.
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#953 |
Nub
![]() Join Date: Jul 2008
Posts: 2
Downloads: 21
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Once you go RFB (and RSRD) you can't go back, can you. Thanks to the modders who have done such wonderful work.
I'm having a problem with big save files that I've confirmed happen when RFB is the only mod present. Here's what I did: 1. Fresh install SH4 1.5 2. Use JSGME to install RFB_v1.51_62308 3. Erase SH4 in my "Documents" folder if exists 4. Start a career, 1941, Pearl Harbor, Gar 5. Start a patrol, plot course to within docking distance of Midway, and travel there at 2048x 6. Save the game 7. Plot course to the neighborhood of Iwo Jima and travel there at 8192x 8. Save the game Without the mod, the first save was ~300KB, the second about the same. With the mod, the first save was 100MB, the second was ~550MB. The file that takes up all the space is "SaveFile.rep." If I've missed a previous answer to this, I apologize. I thought I'd ask before taking any steps that might end up breaking parts of the mod. |
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#954 |
Rear Admiral
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RE: Medals.
Off the wall thought i had earlier that skipped my mind. I wonder if theres any comparison going on to the aces list? The main reason i say this is because i noticed less medals sometime after i: a.) came up with my version of the medal fix. AND b.) introduced the pre JANAC wartime scores mod into the aces list. After that, medals came few and far between if i remember correctly. |
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#955 |
Admiral
![]() Join Date: Aug 2003
Location: Michigan, USA
Posts: 2,387
Downloads: 21
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I was alerted to this issue by someone else. At first I thought it may be my mission pack for UBM causing it, but I have found that RFB may be causing the Type IXD2 to ride high in the water. What's happening is when I start a single mission where the sub is submerged, say at periscope depth, and I go to surface it will ride really high in the water. Here is a shot:
![]() If I start a mission where the sub is surfaced, I can submerge and surface again with no problems. It only seems to happen when the mission starts with a submerged submarine. Here are the mods I am using again: ![]() I disabled everything after RFB and tested it (still rode high). Then, I re-enabled the mods after RFB again and created a test mission. The test mission had a Type IXD2 at periscope depth. I surfaced and it rode high like in the shot above. |
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#956 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
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@Syxx_Killer,
We'll look at it. Likely just needs a fix to how high/low it sits in the water. (Or not. As you probably know, the IXD2 is jacked up a bit WRT to things like diving times, etc. Type IXs diving in 10 seconds? Puhleeeeease! ![]() @Ducimus, That's an interesting thought. I think we're also running the pre-JANAC mod as well. Will have to look and see if we are.
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#957 | |
Soundman
![]() Join Date: Jun 2008
Location: Belgium
Posts: 143
Downloads: 12
Uploads: 0
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Well couldn't their be made some config files or something that changes the standard height settings in the missions where the sub starts submurged. ( should be included into the RFB download then.) Cheers
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#958 | |
Nub
![]() Join Date: Jun 2008
Posts: 4
Downloads: 51
Uploads: 0
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Also, just wondering: I've never had a circle runner, and I've only played pre-1943 so far. Are they really rare, or is the law of probability just storing them up to screw me later? I do have a ridiculous amount of deep runners, which scored me an easy kill against an Atago...hehe. I've gotta say though, I'm loving the work on this mod! Thank you all! |
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#959 |
Soundman
![]() Join Date: Jun 2008
Location: Belgium
Posts: 143
Downloads: 12
Uploads: 0
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I find it very difficult to calculate the angle ( OAB ). I cant see the ship, only a square, how do you guys do it ? And when i zoom to much in i cant even see the enemy ships anymore :s targeting has become much more difficult. And I played at 100 % realism (except the map update & external camera ) but now i'm find it real hard to meet the angle.
Any tips for me ?
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#960 |
Nub
![]() Join Date: Jun 2008
Posts: 4
Downloads: 51
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I play on the same settings and have the same trouble. What I've started to do is (on the main map) place a mark over the contact, wait a few minutes or so, and mark it again. Then I open the tool helper, draw a line between the two, and read the angle off the line. Then I tweak it as seems sensible, to adjust for error. For example, if it's a task force in the open Pacific and I measure its course as being 269 degrees, I round it to 270.
Once you have the target's course as above (I think that's called the 'true' course), you go to the AoB input and rotate the ship. Look at the PK now. What you want is the bow of the ship aligned with the true course you just found. If the ship is going at 270 degrees, line it up to the 27. It's easy to do that, but you'll have to guess-and-check. But then you're done with that! There's going to be some error inherent in this method because you can't zoom all the way in and place the mark perfectly onto the square, but it's never caused me to miss. For me, it's far more reliable than using the speed calculation for the course. |
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