SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Closed Thread
 
Thread Tools Display Modes
Old 07-02-08, 11:07 PM   #976
MDV_4life
Soundman
 
Join Date: Jun 2008
Location: Belgium
Posts: 143
Downloads: 12
Uploads: 0
Default

Quote:
Originally Posted by chriscoolc
Just a follow up to the problems I was having with savefiles... Because I hadn't had a chance to do a whole patrol with just RFB installed, I didn't mention this at the time, but my game was crashing whenever I got within about 20 miles of either any enemy port, or within 20 miles of my home port after completing a mission. I've tried various combos of mods that I'd seen others using on this thread, but I can't get things to work.

Any ideas what I might be doing wrong?
My game chrashed when i loaded a saved carreer (any saved file), i think your need to gonna start a new carreer mate

Let me say this a other way, just an ordinary question but how do you know the length of the ship? PS It isn't in the recog manual ...

EDIT: found the answer, totally forgot about the little bars underneed the ships pictures.
__________________
MDV

Last edited by MDV_4life; 07-02-08 at 11:29 PM.
MDV_4life is offline  
Old 07-03-08, 08:07 AM   #977
CapnScurvy
Admiral
 
CapnScurvy's Avatar
 
Join Date: Apr 2005
Location: Dayton, Ohio
Posts: 2,292
Downloads: 474
Uploads: 64


Default

Quote:
Originally Posted by MDV_4life
Quote:
Originally Posted by CapnScurvy
Quote:
Originally Posted by MDV_4life
Quote:
Originally Posted by Seran
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.
Thanks i see what you mean.
But when I'm playing with the germen subs you can't see as visual as the PK in the US subs. It was easy for me when you could clearly see the ship on the map. Just pull the line of the ships course to the ship and then to your sub. Always correct but i find it difficult with the RFB mod because when you zoom in to much you can't see the square anymore.

And its hard to take the time to place marks when your in the middle of a convoy full of destroyers.
Your right to say you haven't got time but for a "knee jerk" reaction when in the middle of a convoy. The time to start planing is when you first hear the "Ship Spotted!" call from one of your watchmen. RFB takes away the map screen help that perhaps you've relied on for giving yourself the input information to make an accurate attack. Well all is not lost, you can still make good plans for attack if you know how to manually plot a ship's course on the map (this is how the crew would have had to do it in real life anyway).

I've had a tutorial for quite some time that will aid you in ploting a ship's course on the map screen, without the aid of the ship icons appearing. You gather information through the Periscope or Sonar station and relate it onto the map for ploting a targets position and speed. The angle on bow will be gathered this way as well, and you simply input the data into the Position Keeper for preparing the assult.

The tutorial is set up to use a calculator I made to compare "True North" to "Realitive North" bearings, but the U.S. Position Keeper does a fine job of this if you know how to read it. The Greman side will benifit from the AoB Calculator. Both can be found at the thread "High Realism Tutorial" on this forum. It sounds to me that you men are ready for the next step into sub simulation.
I just tried it with the tutoriul mission where the ship moves. Hitted him 4 times with 4 fishes. But sometimes your plot can be not so accurate if it is zigzagging.
In the tutorial I mentioned I have the "decks awash" to keep out of the high sea rollers that were on the ocean that day. This puts your sub higher out of the water and can lead to being detected if you stay in that position as the target nears.
Common sense say's hide when you can to prevent the enemy from taking evasive actions like getting into a zig zag pattern. Freighters have watchmen that will sound the alarm if they see your sub. Keeping the periscope down most of the time, or just partially raised are good ideas too. If the jig is up and you are detected, I've stayed parallel to the target's course for quite some time, waiting on the ship to return to a standard course. When it does I get ahead of it's path and set up for another shot.

Also, in the tutorial I used the sonar to give accurate range data for my map plotting, it should go without saying but remember, if you use your sonar on an enemy escort he will likely turn in your direction and come after the source of the ping in a heated trot. Escorts, unlike freighters, have excellent ears.


Quote:
Originally Posted by vanjast
AOB takes a little practise. Eventually you can do it with no maps, etc, only scope (the way it should be done).
It's a very simple calculation :-
- you determine the angle the ship will see you at (this is AOB)
- Your scope bearing + AOB = 90 will place you on a 90 degree course to the ship course, the ideal firing angle.
- Wait for the range to be ~1000m, or target bearing = 20 Degrees before you fire.

Preset all your torps to 1000m range, long before you get to this point....
I'll take exception to the statement that AoB "should be done" without map plotting. The captain was only one part of the equation when making an attack, the plotting board got plenty of use to check and recheck what the captain, watchmen, or sonarman reported as data. You are correct to bring your sub to a 90 degree angle, perpendicular to the target's course, it is the ideal angle. Also, waiting for the target to be front and center, within 15 to no more than 20 degrees off the center of the sub's bow is important to keep the torpedo gyro angle to the minimal amount. But, if you do your homework and you check it twice (or three or more times) you can hit target's, as in the tutorial, at 3000 yard range! I don't advocate this distance is what you should use. The point is, if you take the instruction and set up your attack with the proper data you can hit targets with the settings for High Realism without the aid of the map giving you the target's course and position. This in effect is how it should be done.

Best regards
__________________


The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813

USS Chesapeake Captain James Lawrence lay mortally wounded...
Quote:
.."tell the men to fire faster, fight 'till she sinks,..boys don't give up the ship!"
CapnScurvy is offline  
Old 07-03-08, 02:27 PM   #978
Galanti
Captain
 
Join Date: Apr 2004
Location: Ottawa
Posts: 536
Downloads: 106
Uploads: 0
Default

I too am encountering massive savegame files, like about 900 megs for one save. I've spent the afternoon digging, and I've come up this this possible cause:
http://forum.kickinbak.com/viewtopic.php?t=538&start=20. As this is from your own forum to begin with, I figure you've seen this and have addressed the issue within the .SIM files. But is it possible the same issue (calculating on fractional numbers) is present in other files?

Other than that, I am mightily impressed with the RFB team's work and committment to authenticity. The only thing I just had to change was the cover for the recognition manual.

Oh, and the keys for controlling elevation for the camera view (Home, End, Numpad7 and Numpad1, IIRC) were disabled in the commands.cfg for some reason. I've renabled them with no ill effects.
Galanti is offline  
Old 07-03-08, 03:09 PM   #979
MDV_4life
Soundman
 
Join Date: Jun 2008
Location: Belgium
Posts: 143
Downloads: 12
Uploads: 0
Default

Do you need to start a new carreer when using RFB?
I think i do but just to know for sure.
__________________
MDV
MDV_4life is offline  
Old 07-03-08, 07:16 PM   #980
LukeFF
Silent Hunter
 
Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
Default

Quote:
Originally Posted by Galanti
I too am encountering massive savegame files, like about 900 megs for one save. I've spent the afternoon digging, and I've come up this this possible cause:
http://forum.kickinbak.com/viewtopic.php?t=538&start=20. As this is from your own forum to begin with, I figure you've seen this and have addressed the issue within the .SIM files. But is it possible the same issue (calculating on fractional numbers) is present in other files?
With what submarine are you encountering these large save files? We thought we had this fixed in the last release, but apparently it's still a problem.
__________________


ROW Sound Effects Contributor
RFB Team Leader
LukeFF is offline  
Old 07-03-08, 07:21 PM   #981
MDV_4life
Soundman
 
Join Date: Jun 2008
Location: Belgium
Posts: 143
Downloads: 12
Uploads: 0
Default

Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by Galanti
I too am encountering massive savegame files, like about 900 megs for one save. I've spent the afternoon digging, and I've come up this this possible cause:
http://forum.kickinbak.com/viewtopic.php?t=538&start=20. As this is from your own forum to begin with, I figure you've seen this and have addressed the issue within the .SIM files. But is it possible the same issue (calculating on fractional numbers) is present in other files?
With what submarine are you encountering these large save files? We thought we had this fixed in the last release, but apparently it's still a problem.
Hi, i saw that the RFB has some changes to the crewman (clothing and cetera). But the germans still look the same. Can you remove the uniform file because i'm playing a german carreer right now and i would like to have the john Hamm's uniform mod to be active. Maybe i should activate the uniform mod AFTER RFB. Should that help? so it will be overwriten ..


And BTW i just noticed the new asigned key commands. I see snorkel depth and deploy snorkel ....
Euhm since when is their a snorkel on a SH4 sub ?
__________________
MDV
MDV_4life is offline  
Old 07-03-08, 07:31 PM   #982
Galanti
Captain
 
Join Date: Apr 2004
Location: Ottawa
Posts: 536
Downloads: 106
Uploads: 0
Default

Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by Galanti
I too am encountering massive savegame files, like about 900 megs for one save. I've spent the afternoon digging, and I've come up this this possible cause:
http://forum.kickinbak.com/viewtopic.php?t=538&start=20. As this is from your own forum to begin with, I figure you've seen this and have addressed the issue within the .SIM files. But is it possible the same issue (calculating on fractional numbers) is present in other files?
With what submarine are you encountering these large save files? We thought we had this fixed in the last release, but apparently it's still a problem.
Yeah, sorry, should've mentioned. It's a Sargo, out of Freemantle in early 1942. Also using the latest RSRD for RFB, but to be honest, I'm figuring RFB to be the culprit.

I've tried editing values in the .SIM to be more or less singles, except for a few I thought were meant to be doubles or floats, like surface draft, but no dice.

BTW, your crew changes in the latest release are wicked and much appreciated, no more boats filled to the gunnels with CPOs! I've also edited the Ranks.upc file so that only basic seamen types can be instantly promoted at sea. The rest have to be manually done in port. I'm not sure what ranks could be summarily promoted at sea once they finished their quals, but I'm pretty sure it wasn't officers and POs.
Galanti is offline  
Old 07-04-08, 12:17 AM   #983
simsurfer
Watch Officer
 
Join Date: Jul 2004
Location: Pittsburgh, PA
Posts: 342
Downloads: 54
Uploads: 0
Default

I just downloaded this mod tonight, played (tried) but I cannot click on the navigation map, how do I plot a course??
__________________
simsurfer is offline  
Old 07-04-08, 12:26 AM   #984
simsurfer
Watch Officer
 
Join Date: Jul 2004
Location: Pittsburgh, PA
Posts: 342
Downloads: 54
Uploads: 0
Default

BTW, I only have this mod enabled. Is there a read me on how this mod works??
__________________
simsurfer is offline  
Old 07-04-08, 07:34 AM   #985
AVGWarhawk
Lucky Jack
 
AVGWarhawk's Avatar
 
Join Date: Jun 2005
Location: In a 1954 Buick.
Posts: 28,286
Downloads: 90
Uploads: 0


Default

Quote:
Originally Posted by simsurfer
BTW, I only have this mod enabled. Is there a read me on how this mod works??
Yes, if you enable the mod through JSGM it should kick out the readme and readme for the new key commands. In a nutshell, the ingame functions to get things done are basically the same, what has been done is making the subs/ships/timeline of availability more realistic. Some texture changes and how the submarine was manned in reality was looked into and corrected. Damage models looked at and addressed. Things of that nature. Load the mod and give it a test run.
__________________
“You're painfully alive in a drugged and dying culture.”
― Richard Yates, Revolutionary Road
AVGWarhawk is offline  
Old 07-04-08, 07:35 AM   #986
AVGWarhawk
Lucky Jack
 
AVGWarhawk's Avatar
 
Join Date: Jun 2005
Location: In a 1954 Buick.
Posts: 28,286
Downloads: 90
Uploads: 0


Default

Quote:
Originally Posted by simsurfer
I just downloaded this mod tonight, played (tried) but I cannot click on the navigation map, how do I plot a course??

There are two map tabs now. One for navigation and one for the attack map. Are you clicking the correct tab? Also F3 will take you to the navigation map.
__________________
“You're painfully alive in a drugged and dying culture.”
― Richard Yates, Revolutionary Road
AVGWarhawk is offline  
Old 07-04-08, 10:23 AM   #987
simsurfer
Watch Officer
 
Join Date: Jul 2004
Location: Pittsburgh, PA
Posts: 342
Downloads: 54
Uploads: 0
Default

Im in the process of reinstalling the game, the mod was screwed up and not working like it should.

Lets see how a reinstall works out??
__________________
simsurfer is offline  
Old 07-04-08, 02:47 PM   #988
simsurfer
Watch Officer
 
Join Date: Jul 2004
Location: Pittsburgh, PA
Posts: 342
Downloads: 54
Uploads: 0
Default

Ok, working now, didnt realize you had to 2x click on the map icon in order for it to go to the navigation map, though a lot of the icons operate in the same fashion.
__________________
simsurfer is offline  
Old 07-05-08, 02:38 PM   #989
simsurfer
Watch Officer
 
Join Date: Jul 2004
Location: Pittsburgh, PA
Posts: 342
Downloads: 54
Uploads: 0
Default I keep dying for reasons unknown to me...HELP!!

I really want to like this mod but I keep dying during my first patrol. Fresh install. U-Boat add on installed and for mods I have the environment mod installed first then this mod.

Last patrol I was going along at 1kt speed, 100 or 150 feet down in a Gato class, nothing around when all of a sudden the CO meter icon shows up and stuff starts breaking around me. I press E to surface, check damage screen and I have severe flooding. two min later, Im dead.

Can someone tell me what is going on?
And that is just one example of how Im dying.
Thanks
__________________
simsurfer is offline  
Old 07-06-08, 12:04 AM   #990
LukeFF
Silent Hunter
 
Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
Default

Quote:
Originally Posted by simsurfer
I really want to like this mod but I keep dying during my first patrol. Fresh install. U-Boat add on installed and for mods I have the environment mod installed first then this mod.

Last patrol I was going along at 1kt speed, 100 or 150 feet down in a Gato class, nothing around when all of a sudden the CO meter icon shows up and stuff starts breaking around me. I press E to surface, check damage screen and I have severe flooding. two min later, Im dead.

Can someone tell me what is going on?
Are you near enemy waters? You may have hit a mine or a subnet.
__________________


ROW Sound Effects Contributor
RFB Team Leader
LukeFF is offline  
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:47 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.