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Old 08-26-08, 12:11 PM   #1216
Peto
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Quote:
Originally Posted by Orion2012
Now my question, is there a blind spot behind the boat with the SD radar, (finally earned the 1500 renown!!) I ask because I had a Zero come out of nowhere at a bearing of 180-185 or so, and didnt even know it until the watch crew spotted him. If it does, running at PD with the mast of it up, is gonna get me killed, so I thought I would ask.
It probably came in under the radar. SD had a altitude limitation in that anything under about 1000' wasn't detected.
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Old 08-26-08, 12:21 PM   #1217
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Quote:
Originally Posted by Peto
Quote:
Originally Posted by Orion2012
Now my question, is there a blind spot behind the boat with the SD radar, (finally earned the 1500 renown!!) I ask because I had a Zero come out of nowhere at a bearing of 180-185 or so, and didnt even know it until the watch crew spotted him. If it does, running at PD with the mast of it up, is gonna get me killed, so I thought I would ask.
It probably came in under the radar. SD had a altitude limitation in that anything under about 1000' wasn't detected.
Ahh!!
I never even thought of that!!
Thanks.
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Old 08-26-08, 03:18 PM   #1218
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Quote:
Originally Posted by Fincuan
Quote:
Originally Posted by kwbgjh2
Giving the gamer a uncertainty of the contacts exact position ? I thought those old time skippers were absolut professionals about that ?!
The default navigation map and contacts allow you to do measurements with the precision of a few meters. Somehow I suspect the skippers weren't THAT good
Nothing like 100% settings. no map contacts, no torps on map... nothing on the map except your 'artwork'
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Old 08-26-08, 03:56 PM   #1219
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I am playing RFB on 100%... and Map Contact update is pre-adjustment by the mod



BTW: I know what you wanna tell me.. I am sure you have seen the movie "Das Boot" ! You remember the Night Attack on the convoy ? The Captain decided the targets, the 1.WO made the UZO and gave the visual zonings to one of the petty officers who was at the TDC. All this things should do one person alone in SH4??? If you do so you will use time compression ZERO very often to make all entries on the Nav Map. Time = ZERO = BREAK??? Dick o' Kane would have been very happy about the possibilty of stopping time as i would be happy about an effective help of my officiers. Remenber the key word "Realism" !

Last edited by kwbgjh2; 08-26-08 at 04:14 PM.
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Old 08-26-08, 04:58 PM   #1220
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Quote:
Originally Posted by kwbgjh2
I am playing RFB on 100%... and Map Contact update is pre-adjustment by the mod



BTW: I know what you wanna tell me.. I am sure you have seen the movie "Das Boot" ! You remember the Night Attack on the convoy ? The Captain decided the targets, the 1.WO made the UZO and gave the visual zonings to one of the petty officers who was at the TDC. All this things should do one person alone in SH4??? If you do so you will use time compression ZERO very often to make all entries on the Nav Map. Time = ZERO = BREAK??? Dick o' Kane would have been very happy about the possibilty of stopping time as i would be happy about an effective help of my officiers. Remenber the key word "Realism" !
Hey, its all good! I am glad you are enjoying RFB!

Happy Hunting!
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Old 08-26-08, 08:00 PM   #1221
LukeFF
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Quote:
Originally Posted by Orion2012
Now my question, is there a blind spot behind the boat with the SD radar, (finally earned the 1500 renown!!) I ask because I had a Zero come out of nowhere at a bearing of 180-185 or so, and didnt even know it until the watch crew spotted him. If it does, running at PD with the mast of it up, is gonna get me killed, so I thought I would ask.
As Peto said, SD radar has an altitude below which it will not pick up contacts. For the early SD this is 1500 feet, for the SD-1 it is 1000 feet. Otherwise, it will pick up contacts from any bearing, provided they aren't below that altitude. Also note that each radar (and sonar) set has a detection probability value (designed to simulate equipment malfunction or operator error). For the SD-1, this value is 95%, so it may have been that your radar antenna simply didn't pick up the contact, even though it was within range and at altitude. Also, do note that the early SD radar set has a maximum range of only 6 miles, so its use is somewhat limited.

BTW, all the pertinent data about radar and sonar can be found on the Weapons and Sensors page.
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Old 08-26-08, 09:04 PM   #1222
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Hey RFB team:

Just wanted to say thanks for all your work from a long time subsim player new to the forum. Looking forward to the improvements sure to follow in the next update with your damage model reworkings and other efforts.

One question: I thought I read upstream in this thread that work was also being done on the air layer for release with the next version. If I am not mistaken on this, can you provide any further info on this aspect? Is it an incorporation of the current air layer mid?

Again, many thanks for increasing my enjoyment of SH4.
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Old 08-27-08, 06:05 AM   #1223
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...About the sonar ... I have been a bit confused with the units used with the sonar in RFB, so could someone explain the range behaviour of active sonar measurements more closely?

For a realism i play with Imperial units although i have accustomed to metric units. Anyway while playing with the imperial units there is a label in the active sonar indicator telling that the active sonar is measuring velocity in meters? Is this a bug, is it a conversion value for metric users or was the sonar build in europe? Also my sonar operator gives strange readings when requesting exact ranges, especially for long range contacts. I know there is realism involed to the sonar measurements but when i get reading e.g. "3280!" and the actual range is more likely 6000 yards i'm a bit confused. Should the range reported be at least over the maximum range in sonar's indicator? Or is the unit of range reported changed when crossing certain point -> e.g. "3280! = 3.280 miles" in long range reports?
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Last edited by IronPerch; 08-27-08 at 06:38 AM.
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Old 08-27-08, 01:29 PM   #1224
kwbgjh2
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Just a little report to the Huge Save Game Bug. Started my career in Manila with the S-Class. Had to do 4 missions on my way to Freemantle. Then i was offered the Porpoise class, accepted and had this sub for 2 missions. After it i got the Gato for 1 mission. So far all savegames normal large with 2-5 mb. Now i have the Balao and the savegames expanded with the factor 100!! Savegames now 500mb and more !

Maybe this is a little help for RFB Team solving the bug. Happy Hunting !!
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Old 08-27-08, 02:16 PM   #1225
Orion2012
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Quote:
Originally Posted by LukeFF
As Peto said, SD radar has an altitude below which it will not pick up contacts. For the early SD this is 1500 feet, for the SD-1 it is 1000 feet. Otherwise, it will pick up contacts from any bearing, provided they aren't below that altitude. Also note that each radar (and sonar) set has a detection probability value (designed to simulate equipment malfunction or operator error). For the SD-1, this value is 95%, so it may have been that your radar antenna simply didn't pick up the contact, even though it was within range and at altitude. Also, do note that the early SD radar set has a maximum range of only 6 miles, so its use is somewhat limited.

BTW, all the pertinent data about radar and sonar can be found on the Weapons and Sensors page.
Thanks for the info, between the reasons you and Peto have listed, I can easily see how he could come in and blindside me, which seems more realistic to me. How much of a factor is crew effeciency??
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Old 08-27-08, 11:51 PM   #1226
Fearless
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Quote:
Originally Posted by kwbgjh2
Just a little report to the Huge Save Game Bug. Started my career in Manila with the S-Class. Had to do 4 missions on my way to Freemantle. Then i was offered the Porpoise class, accepted and had this sub for 2 missions. After it i got the Gato for 1 mission. So far all savegames normal large with 2-5 mb. Now i have the Balao and the savegames expanded with the factor 100!! Savegames now 500mb and more !

Maybe this is a little help for RFB Team solving the bug. Happy Hunting !!
Have that myself. Some savegames went up to 1.7 Gb. That's been mentioned and looked at and I dare say there'll be a fix for it. In the mean time grab a drink whilst the file is saving or loading
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Old 08-28-08, 01:20 AM   #1227
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Quote:
Originally Posted by Orion2012
Thanks for the info, between the reasons you and Peto have listed, I can easily see how he could come in and blindside me, which seems more realistic to me. How much of a factor is crew effeciency??
I am not certain how much of a factor crew efficiency has, but it certainly has an effect on receiving contact reports. You definitely want skilled men manning the sonar and radar (i.e., your radiomen).
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Old 08-28-08, 01:23 AM   #1228
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Quote:
Originally Posted by IronPerch
...About the sonar ... I have been a bit confused with the units used with the sonar in RFB, so could someone explain the range behaviour of active sonar measurements more closely?

For a realism i play with Imperial units although i have accustomed to metric units. Anyway while playing with the imperial units there is a label in the active sonar indicator telling that the active sonar is measuring velocity in meters? Is this a bug, is it a conversion value for metric users or was the sonar build in europe? Also my sonar operator gives strange readings when requesting exact ranges, especially for long range contacts. I know there is realism involed to the sonar measurements but when i get reading e.g. "3280!" and the actual range is more likely 6000 yards i'm a bit confused. Should the range reported be at least over the maximum range in sonar's indicator? Or is the unit of range reported changed when crossing certain point -> e.g. "3280! = 3.280 miles" in long range reports?
Most likely this is still a bug with the game that has been around since it was released. Even though the active sonar can ping out to only 5000 yards, your sonarman will give you range values far beyond that if you just use the button on the taskbar and not the one at the 3D display. And yeah, he's probably reporting the range in meters, just like the weather report still gives the wind speed in meters/second. Stinks, but there's not much we can do about it.
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Old 08-28-08, 02:49 AM   #1229
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Ok. That helps out a bit. So do you recommend to use metric units for avoiding this kind of problems? I think i have to do some coversion work with the map tools, but if it can be done with math (not by quessing) thats fine for me. Or what is the dev-team's official recommendation? I also noticed that multiplying the reported sonar ranges by 1.6 (or 1.7?) gives acceptable readings for long range contacts.

...a bug reprort: last night i noticed that my deck watch stayed on deck after i submerged and they were standing tall even in 250 feet depth. Changing camera angle or place (map, command tower) didn't help. I saved and restarted the game and after loading the saved game the deck watch had gone inside the ship . No problems, but just for a note.
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Old 08-28-08, 05:51 AM   #1230
vespernz
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Question regarding a possible RFB bug.
Installed mods are in this order:

NSM
PE (or W_Clear environment mod)
RFB
RSRDC_RFBv15_v395_RC5
RSRDC_V395_Patch 4
RSRDC_AuxGB_Fix

They are all up to date, fresh SH4 install.

My question being, my deckgun does minimal damage. Im not fussed about the reload times, thats fine and inline with realisim, however I ran a test today, I put 200 shells into a sampan today, didnt sink it.
Thinking this was strange, however dismissed it.
Later I came across a Medium merc ship, missed my torp shots, thought id try take it down with the deck gun, 150 shells later (into all areas of the ship) and it had a small fire.

Can someone please elaborate as to what might be going wrong?
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