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Pr0metheus 1962
05-07-2007, 08:09 AM
REAL FLEET BOAT Version 1.24 (http://www.beerymod.com/SH4/RFB124.7z)

This is the latest version of the RFB mod.

Here's the readme:

Real Fleet Boat (realism mod for single player SH4):

This mod fixes a number of inconsistencies in Silent Hunter: Wolves of the Pacific. The changes more accurately reflect the available historical data concerning submarine activities in WW2. The eventual goal of the patch is to accurately recreate all aspects of the submarine war between 1941 and 1945. Please note that this mod is in no way supported or endorsed by Ubisoft. It is an unofficial patch intended purely to enhance everyone's enjoyment of the game.

IMPORTANT NOTES:

This mod is to be used with Silent Hunter: Wolves of the Pacific version 1.2. It may not work properly if you don't have the correct game version installed.

Some players have experienced lockups when using RFB's intro movie files. If the game stalls on startup after installing RFB, simply remove the data\Movies\Intro\Intro.wmv and data\Movies\Intro\Logo.wmv files.

Saved Games: there are never any guarantees that saved careers will work after installing a new mod or a new official patch. You have a better chance of getting them to work if you save them in base than if you save them in mid-patrol, but they still may exhibit weirdness or cause the game to crash to the desktop. It's best to finish up any old careers before installing a new mod. This mod must not be installed while any career is in mid-patrol. Installing while a career is in mid patrol will DEFINITELY cause a crash when loading that patrol save because the game will no longer recognise parts of the save file.

Multiplayer: when playing multiplayer games, each player involved in the session must be using the exact same campaign files (Campaign_LND.mis, Campaign_RND.mis and Campaign_SCR.mis). This means that all players using this mod in an online game must play with people who are using the exact same mod.

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Recommended Settings:

All gameplay (realism) setting check boxes should be checked except for 'No External View' (if desired) and 'No Map Contact Update'.

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Installation instructions:

Please, always install the Real Fleet Boat mod over a clean copy of Silent Hunter III with the necessary official patch. Please do not copy over an older RFB version - sometimes files are removed from the mod and if the older mod is not uninstalled these leftover files may cause problems.

If you're using the JoneSoft Generic Mod Enabler:

Simply unzip the RealUboat mod into the Silent Hunter Wolves of the Pacific\MODS folder. Then, run JSGME.exe and you should see the mod listed as an available mod. Simply select it, then press the enable button and the mod will automatically install. If you ever want to uninstall the mod, simply run JSGME.exe again and disable the mod. This will return the game to its previous state.

If you're not using the JoneSoft Generic Mod Enabler, first unzip the mod to the desktop. Then, open the folder that's been created. Inside you'll see a data folder and a readme file. Copy these to the Silent Hunter Wolves of the Pacific folder (make sure you have the correct version of SH4 installed first). When you copy the files, Windows will ask you if you want to overwrite files: click on yes for all files.

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Version 0.01:

070326: Removed Ubisoft logo movie. Mod by 9th Flotilla (Data\Movies\Intro\Logo.wmv).

070326: Removed intro movie. Mod by Beery (Data\Movies\Intro\Intro.wmv).

070327: Adjusted realism settings to make 'Realistic' the default game setting and to remove the penalty for using the outside camera view. Mod by Beery (Data\Cfg\GameplaySettings.cfg).

070327: Added realistic sun graphic. Mod by GunMod (Data\Textures\TNormal\tex\sun_b.tga).

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Version 0.02:

070327: Added part of Realistic Plotting mod from RUb. Original mod by GouldJG with additional content by Observer (Data\Cfg\Contacts.cfg).

070327: Added Greenlamp mod. Mod by Jimimadrid (Data\Menu\Gui\Layout\HUD.dds, HUD.tga, HUD_AdversarialMode.tga, ReplayElements.dds, ReplayElements.tga).

070327: Added Realistic Battery Life mod. Mod by CCIP (Data\Submarine\NSS_Tambor\NSS_Tambor.sim, Data\Submarine\NSS_Sargo\NSS_Sargo.sim, Data\Submarine\NSS_Salmon\NSS_Salmon.sim, Data\Submarine\NSS_Porpoise\NSS_Porpoise.sim, Data\Submarine\NSS_Gato\NSS_Gato.sim, Data\Submarine\NSS_Balao\NSS_Balao.sim).

070328: Added 'RealisticShipSinkingTime=true' to gameplay settings. Mod by Galanti (Data\Cfg\GameplaySettings.cfg). Not sure if this helps, but it can't hurt.

070328: Added realistic moon graphic. Mod by Ailantd & Beery (Data\Textures\TNormal\tex\Moon.dds, moon_hallo.dds).

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Version 0.03

070328: Removed orange U-boat position marker. Mod by Beery (data\Misc\UMark.dds).

070329: Added mod name and version number to loading screen. Mod by Beery (data\Menu\Loading\Intro_logo_bkg.dds).

070329: Added 16 new campaign start dates to complement the game's video briefings. Mod by Beery (Data\UPCData\UPCCampaignData\CareerStart.upc, CareerVideoBriefings.upc).

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Version 1.10

070329: Removed the game's soundtrack. Mod by Schlageter-JG26 (Data\Sound\Music\music.cfg, Nosound.ogg).

070330: Added Icons mod. Mod by Jimimadrid (Data\Menu\Gui\Layout\CrewSystemsManagement.dds).

070331: Corrected bases and dates of service for all Gar, Porpoise, S18, S42, Salmon, Sargo & Tambor Class submarines. Mod by Beery (Data\Roster\Submarine\SSGar.cfg, SSPorpoise.cfg, SSS18.cfg, SSS42.cfg, SSSalmon.cfg, SSSargo.cfg, SSTambor.cfg; Data\UPCData\UPCCampaignData\CareerStart.upc, Flotillas.upc).

070401: Added Vertical Nomograph tool. Mod by Cdrake66 & Hildofr (Data\Menu\Gui\Layout\nomograph.dds; Data\Menu\menu_1024_768.ini).

*** 070401: Added Real Medals mod. Mod by FullMetalEdges (Dat\Menu\Data\AwardsItems_1.dds, AwardsItems_2.dds; Data\Menu\Gui\Layout\CrewSystemsManagement.dds; Data\Menu\menu.txt).

070401: Added Dutch Harbor in the Aleutians as a port from which players can start campaigns. Mod by Beery (Data\UPCData\UPCCampaignData\CareerStart.upc, Flotillas.upc).

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Version 1.11

070403: Fixed a bug that prevented players from using Dutch Harbor in April 1942.

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Version 1.12

070404: Added new clock. Mod by Castorp345 & Chomu (Data\Menu\Gui\Clock.dds, Data\Menu\menu_1024_768.ini).

070404: Added various command hotkeys that were in use in SH3 and RUb. See 'RFB Changes to Commands.cfg.rtf for a full list of changes. Tweaks by CCIP (Data\Cfg\Commands.cfg).

070405: Fixed as much poor English as possible in the video briefings' subtitle files. Mod by Beery (Data\Movies\Missions\01_PEARL_HARBOR.sub, 03_BURMJAWA.sub, 04_CORAL_B.sub, 06_MID_B.sub, 07_MID_DB.sub, 08_GUADAL_B.sub, 09_GUADAL_DB.sub, 10_SOLOMON_B.sub, 11_SOLOMON_DB.sub, 12_TARAWA.sub, 13_MARSHALLS.sub, 14_MARIANA_B.sub, 15_MARIANA_DB.sub, 17_PHILIPINES_DB.sub, 18_IWOJIMA.sub, 19_OKINAWA_B.sub, 20_OKINAWA_DB.sub, 21_ENDWAR.sub).

070406: Added pre-war start dates. Mod by Beery (Data\Campaigns\Campaign\PatrolObjectives\Patrol Marshall Islands 01\Patrol Marshall Islands 01.tsr, Patrol Marshall Islands 02\Patrol Marshall Islands 02.tsr, Patrol Philippines 01\Patrol Philippines 01.tsr, Patrol Philippines 02\Patrol Philippines 02.tsr, Patrol Philippines 03\Patrol Philippines 03.tsr, Patrol Philippines 04\Patrol Philippines 04.tsr, Patrol Philippines 05\Patrol Philippines 05.tsr, Patrol Philippines 06\Patrol Philippines 06.tsr, Patrol Philippines 07\Patrol Philippines 07.tsr; Data\UPCData\UPCCampaignData\CareerStart.upc\Patro lObjectives.cfg).

070406: Added patrol objectives for the Aleutian campaign. Mod by Beery and Egan (Data\Campaigns\Campaign\PatrolObjectives\Patrol Attu 01\Patrol Attu 01.mis, Patrol Attu 01.tsr; Data\Campaigns\Campaign\PatrolObjectives\Photo Attu 01\Photo Attu 01.mis, Photo Attu 01.tsr; Data\Campaigns\Campaign\PatrolObjectives\Insertion Commando Attu 01\Insertion Commando Attu 01.mis, Insertion Commando Attu 01.tsr; Data\Campaigns\Campaign\PatrolObjectives\Patrol Kodiak 01\Patrol Kodiak 01.mis, Patrol Kodiak 01.tsr; Data\Campaigns\Campaign\PatrolObjectives\Patrol Paramushiro 01\Patrol Paramushiro 01.mis, Patrol Paramushiro 01.tsr; Data\UPCData\UPCCampaignData\Flotillas.upc, PatrolObjectives.cfg).

070407: Reduced frequency of enemy air attack. Mod by Beery (Data\Cfg\Airstrike.cfg).

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Version 1.13

070409: Adjusted some mission objectives that didn't make sense (i.e. photographing enemy ships in Manila harbour in December 1941). Mod by Beery (Data\UPCData\UPCCampaignData\PatrolObjectives.cfg ).

070409: Added Crush Depths mod. Mod by CCIP with Max Depth tweak by Beery (Data\Submarine\NSS_Tambor\NSS_Tambor.cfg, NSS_Tambor.zon, Data\Submarine\NSS_Sargo\NSS_Sargo.cfg, NSS_Sargo.zon, Data\Submarine\NSS_Salmon\NSS_Salmon.cfg, NSS_Salmon.zon, Data\Submarine\NSS_Porpoise\NSS_Porpoise.cfg, NSS_Porpoise.zon, Data\Submarine\NSS_Gato\NSS_Gato.cfg, NSS_Gato.zon, Data\Submarine\NSS_Balao\NSS_Balao.cfg, NSS_Balao.zon, Data\Submarine\NSS_s18\NSS_s18.cfg, NSS_s18.zon).

070409: Added realistic deck gun reloads. Mod by Beery (Data\Library\USSubParts\Deck_Gun_3_50.sim, Deck_Gun_4_50.sim, Deck_Gun_5_25.sim).

070410: Reduced AI vision and made AI destroyers search longer after losing contact with submarines. Mod by CCIP (Data\Cfg\Sim.cfg).

070411: Added extra crewmember names. Mod by Beery (Data\UPCData\UPCCrewData\CrewMemberNames.upc).

070411: Adjusted starting renown for careers. Mod by Beery (Data\UPCData\UPCCampaignData\CareerStart.upc).

070412: Adjusted (slightly) the draught of S-18 and S-42 boats. Mod by Beery (Data\Submarine\NSS_s18.sim).

070412: Changed German National Anthem to Stars and Stripes Forever (plays in Surabaya harbour). Mod by Beery (Data\Sound\Fanfara_01.wav).

070412: Changed give-away 'Enemy Unit Destroyed', 'Friendly Unit Destroyed' and 'Neutral Unit Destroyed' to generic 'She's going down!' message. Mod by Beery (Data\Menu\menu.txt)

070413: Increased free camera maximum height to 2000m and the distance from objects was reduced to 1.8m. Reduced the distance of the object view camera to enable close viewing. Also increased the viewing angles in the career room. Mod by Beery (Data\Library\Cameras.dat).

070413: Reduced the brightness of the water coming out of the sub's limber holes. Mod by Captain Cox (Data\Textures\TNormal\tex\waterspray.dds; Data\Textures\TLowRes\tex\waterspray.dds).

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Version 1.20

070414: Reduced the brightness of the game's recognition manual. Mod by Beery (Data\Menu\Data\recognitionmanual.dds).

070418: Temporarily removed crush depth mod (*.zon files only) in order to test SH4 v1.2 stock crush depths.

070418: Configured mod for SH4 version 1.2.

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Version 1.21

070419: Removed crosshairs from binoculars. Mod by Beery (Data\Menu\menu_1024_768.ini).

070420: Added three Kongo class battleships and adjusted some battleship info. This adds more variation in terms of the victims listed in your logbook, reducing the chances of sinking the same ship twice. Mod by Beery (Data\Roster\Japan\Sea\BBFuso.cfg, BBIse.cfg, BBIseConv.cfg, BBKongo.cfg, BBYamato.cfg).

070420: Added the ability to use the right mouse button to toggle between the conning tower and the command room cameras. Mod by Beery (Data\Cfg\Commands.cfg).

070424: Changed waves attenuation value to 0.01 in order to reduce trough depth and lessen the boat's apparent ability to fly from one wave to another. Mod by Beery (Data\Cfg\Sim.cfg).

070424: Added Realistic Crew Ranks and Skills mod. Mod by LukeFF (Data\UPCData\UPCCrewData\Ranks.upc, SpecialLocalAbilities.upc).

070424: Added Cardinal Direction mod. Mod by Iceberg (Data\Menu\MouseCurs\LineExt.dds, ProtractorExt.dds).

070424: Added NoMapIFF mod. This mod brings more realistic contact reporting to the game, with a lot more 'fog of war' making you work a little harder to identify and attack contacts. Mod by Iceberg, adapted from the RUb version by GouldJG and Observer (all *shp.dds files in Data\Air and Data\Sea folders and sub-folders. Also Data\Menu\Gui\Units\Selection.dds, Torp.dds, UnitAir.dds, UnitAirL.dds, UnitAirM.dds, UnitLand.dds, UnitLandL.dds, UnitLandM.dds, UnitMShip.dds, UnitMShipL.dds, UnitMShipM.dds, UnitSub.dds, UnitSubL.dds, UnitSubM.dds, UnitWShip.dds, UnitWShipL.dds, UnitWShipM.dds and Data\Menu\Gui\ContLine.dds, DashLine.dds).

070428: Added Realistic Crew Configs mod. This mod alters the crew from the unrealistic SH4 defaults to a more historically correct line-up. Mod by LukeFF (All submarine *.upc files in the submarine folders in Data\Submarine. Also, Data\UPCData\UPCCrewData\CrewMembers.upc and Data\UPCData\UPCUnitsData\UnitParts1Gato.upc, UnitParts2Porpoise.upc, UnitParts3Balao.upc, UnitParts4SClass.upc, UnitParts5Salmon.upc, UnitParts6Sargo.upc, UnitParts7Tambor.upc).

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Version 1.22

070430: Added Slow Smoke mod (version 3). Mod by Scoochy (Data\Library\particles.dat).

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Version 1.23

070501: Added base change advisories for boats based at Brisbane and fixed advisories for Manila and Surabaya. Also fixed message priorities. This ensures that you get notified of which base you have to dock at when your current base closes and it fixes the problem of being transferred to a base that doesn't use your sub (the "Your boat and you have been mothballed" bug). Mod by Beery (Data\Campaigns\Campaign\messages.txt).

070501: Adjusted all "IDFlotillaLinkTransferTo" data. This streamlines the base transfer process, ensuring that when a base closes you get transferred to a base that keeps your sub longest. Mod by Beery (Data\UPCData\UPCCampaignData\Flotillas.upc).

070501: Re-adjusted waves attenuation value to 0.03 - this removes the 'flying sub' bug and it doesn't seem to have the 'difficulty in surfacing' problem that the 0.01 value had. It also gives a good pitching and rolling motion to the sub. Mod by Beery (Data\Cfg\Sim.cfg).

070501: Added Depth Charge Mod. This mod reduces depth charge effectiveness to realistic levels. Mod by Redwine (Data\Library\DC_X_H.dat, DC_X_H.sim, DC_X_H.zon, DepthCharges.dat, DepthCharges.sim, DepthCharges.zon).

070502: Reduced effective range of AI AA gunners. Now the crew will need you to back them up when under air attack, although I advise diving whenever possible. Mod by Beery (Data\Cfg\CrewAI.cfg).

070502: Adjusted aircraft damage model as per RUb. Aircraft are now much harder to shoot down - again I advise diving as duels with aircraft are very risky in this mod, just as they were in real life. Mod by Beery (Data\Zones.cfg}.

070502: Added Silent Running and Battle Stations buttons to all menu bars. This is a UI addition which is an essential improvement. Mod by Iceberg (Data\Menu\cfg\OrdersBar.cfg).

070502: Reduced deck gun shell damage. It's now almost impossible to sink large freighters with the deck gun. Mod by Beery using Jimbob's shells tweak file and TimeTraveller's MiniTweak file (Data\Library\Shells.zon).

070502: Reduced chances of getting a radio report of units to 20% and reduced the frequency of elite level AI. Players will now have to work those hydrophones instead of having contacts handed to them by the game. This change also effectively removes the ability to greatly exceed historical tonnage scores. Mod by Beery (all random mission *.mis files in Data\Campaigns\Campaign). Those who don't like this part of the mod can remove these files from the mod before installing it.

070502: Changed pre-war campaign start screen and added a new campaign start screen for 1945 careers. This is just a graphics improvement that adds a bit more variation to the career start screens. Mod by Beery (Data\Menu\Gui\Campaigns\1945.dds; Data\UPCData\UPCCampaignData\CareerStart.upc).

070503: Added 13 more Japanese heavy cruisers, 13 more light cruisers, 8 more escort carriers and 5 more fleet carriers to the roster folder and corrected dates for all Japanese BBs, CAs, CLs, CVEs and CVs. This adds more variation in terms of the victims listed in your logbook, reducing the chances of sinking the same ship twice. Mod by Beery (Data\Roster\Japan\Sea\CAFurutaka.cfg, CAMaya.cfg, CAMogami.cfg, CATakao.cfg, CLAgamo.cfg, CL***a.cfg, CLNaka.cfg, CVEAkitsu.cfg, CVETaiyo.cfg, CVHiryu.cfg, CVChitose.cfg, CVShokaku.cfg, CVTaiho.cfg).

070504: Corrected dates of service for all Gato & Balao Class submarines. This completes the update of the sub roster files - now if you get assigned to a sub you can be sure it was in service on that date. Mod by Beery (Data\Roster\Submarine\SSGato.cfg, SSBalao.cfg).

070506: Corrected dates of service for the game's torpedoes. Mod by Beery (Data\UPCData\UPCUnitsData\Ammunition.upc).

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Version 1.24

070508: Removed waves attenuation adjustment and adjusted large wave coefficient value instead. Mod by Jace11 (Data\Cfg\Sim.cfg; Data\scene.dat).

070509: Increased speed for S-class boats to 14.5kts surfaced, 11kts submerged. Mod by Shad43 (Data\Submarine\NSS_s18\NSS_S18.cfg, NSS_S18.sim; Data\Submarine\NSS_s42\NSS_S42.cfg).

070509: Adjusted the area of the Flying Dutchman's haunt to bring it in line with the legend. Hey, he's already in the campaign so I may as well make him historically accurate too. Mod by Beery (Data\Campaigns\Campaign\Jap_HarborTraffic.mis).

070509: Added hull classification numbers to all boats. Mod by LukeFF (Data\Roster\American\Submarine\SSBalao.cfg, SSGar.cfg, SSGato.cfg, SSPorpoise.cfg, SSS18.cfg, SSS42.cfg, SSSalmon.cfg, SSSargo.cfg, SSTambor.cfg).

070509: Changed a photo mission to Surabaya harbour so that it only takes place after Japanese forces get there. Mod by Jace11 (Data\UPCData\UPCCampaignData\PatrolObjectives.cfg ).

070510: Adjusted sampan damage model to make it more realistic with the new deck gun effectiveness. Mod by Beery (Data\zones.cfg).

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Work in Progress (some filenames are guesses based on SH3 file structure). <span class="ev_code_GREEN">Green = can do now</span>, <span class="ev_code_RED">red = unknown or cannot do at present</span>:

<span class="ev_code_GREEN">Adjust sonar effectiveness if necessary (data\Library\AI_Sensors.dat).

Adjust bomb effectiveness if necessary (data\Library\Bombs.zon, Bombs.sim).

Check high explosive AA shells to make sure they're not overpowered.</span>

<span class="ev_code_RED">Check time spent to upgrade certain equipment and to fix the boat (data\Cfg\Basic.cfg).</span>

<span class="ev_code_GREEN">Check enemy air coverage to make sure it is historically accurate.</span>

<span class="ev_code_RED">Adjust renown required for various medals so that crewmen will get the medals at a more historically realistic rate (data\Cfg\Basic.cfg).

Add the ability to move to and from stations in the 3D interface.

Add ability to sail on the surface with decks awash (all player-controlled U-boat config files in data\Submarine\NSS_Uboat**).</span>

<span class="ev_code_GREEN">Check all career video briefings to make sure they play at the right time.</span>

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Patch Notes:

Realism: this is the watch-word of this mod. The realistic features of this mod are not for everyone, so if you're finding the mod frustrating, simply uninstall it. This mod is intended to be used with FULL realism settings (except for outside camera views and map contact updates) but it will work with any realism settings.

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Email any questions to the mod team at beery1@comcast.net.

Silent Hunter Mod Team members include: 9th Flotilla, Aces, Acsoft, Ailantd, Anteater, Augie64, Average Joe, Aviar, BBury, Beery, Billoute, Captain America, Captain Cox, Castorp345, CCIP, Cdrake66, Cdr Gibs, Chomu, Church SUBSIM, Clive Bradbury, Devnull, **** Dastardly, EFileTahi-A, Egan, Flakwalker, FLB sale, Fletcher_72, FullMetalEdges, Galanti, GouldJG, Grouchy, GunMod, Heretic, Hildofr, Iambecomelife, Iceberg, IrishRed, Jace11, Jaesen Jones, Jasonb885, JG400_Pips, Jiim, JimiMadrid, Jungman, Kossu, LukeFF, Luminousbit0, lurbz, macstu23, Mad-h, Manuel, Marhkimov, McBeck, Mcoca, Myros, Neal Stevens, Nico71, Observer, Officerpuppy, OneTinSoldier, Pascal, Pentallion, Prien, PurpleHaze, Purpulez, Redwine, Ripbud, Rubini, Schlageter-JG26, Scoochy, SeeAdler, Shan_Hackett, Sniper1, Stiebler, Sulikate, Tikigod, Timetraveller, Tomcat 84, U-1409, U29, U-4, U-538, U-999, Wazoo, and 'Music Fix Guy'.

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The mods, fixes and alterations contained in this compilation (the various files and folders contained in the compressed RFB 7z file) are owned by their individual authors. This compilation is freeware and may not be distributed in whole or in part on CD-ROM, disk, or other physical media for a fee without the permission of the individual authors.

The Real Fleet Boat mod is Copyright 2007, various authors. You must treat the Software like any other copyrighted material.

lane2512
05-07-2007, 08:54 AM
WooHoo! http://forums.ubi.com/images/smilies/11.gif http://forums.ubi.com/images/smilies/clap.gif http://forums.ubi.com/images/smilies/25.gif
Gotta load this up now!
Thanks Beeryus

DocRoeuk
05-07-2007, 09:52 AM
Gunna install this right now! http://forums.ubi.com/images/smilies/25.gif

Thx in advance! http://forums.ubi.com/images/smilies/11.gif

capt_frank
05-07-2007, 12:11 PM
wohoooo! http://forums.ubi.com/images/smilies/25.gif

thanks!!

Frank

lane2512
05-07-2007, 03:56 PM
Download, installed, and THANKS! Now to go get my fanny kicked!

GatorSub1942
05-11-2007, 06:50 AM
How do you 'work the hydrophones'? In SH3, it was simple, just click on the dial and the arrow moves there. That doesn't seem to want to work in SH4. Otherwise, great idea and much more fun than having contacts served to you on a plate!

Pr0metheus 1962
05-11-2007, 07:27 AM
Originally posted by GatorSub1942:
How do you 'work the hydrophones'? In SH3, it was simple, just click on the dial and the arrow moves there. That doesn't seem to want to work in SH4.

I must admit I haven't a clue how to work the hydrophone. I've been running careers in 1941 and early '42 and I was assuming that the sonar and radar systems didn't work for some reason. I've never been able to figure out how to move the directional listening dial thingy.

If it was a bit more intuitive, or if the game had a manual that was worth the paper it was written on we might be a bit less in the dark about how to actually play the game.

tenakakhan_1981
05-11-2007, 07:35 AM
Yah I have no clue either, all I can do is click on the range to target button and get a nice ping of sonar. Still I Dloaded this mod yesterday so i'll give it a try - the aircraft sound interesting, shooting down birds is my favourite pastime. My AA guy is like the Terminator http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif

bubbaj0nes
05-11-2007, 07:43 AM
Hey Beeryus,

Been a fan for a long time; thanks for the hard work.

About the hydrophones. clicking ont he heading doesnt work in sh4, but you can use the keyboard to rotate manually. (im at work and my keyboard buttons arent in the same position) but its either insert/delete or home/End.

With my PC headphones on and the volume loud enough i can sometimes pick up ships much earlier ( you can hear em even when very very faint. i also use it to listen to damaged freighters after ive gone deep to see if their engines are slowing down from flooding.

Pr0metheus 1962
05-11-2007, 07:52 AM
Originally posted by tenakakhan_1981:
...i'll give it a try - the aircraft sound interesting, shooting down birds is my favourite pastime...

Hehe, you probably won't like RFB then. The chances of shooting down a plane in RFB are significantly less than the plane's chances of severely damaging your boat. RFB's AA guns are modelled so that players have a similar chance of shooting down planes as real subs did - i.e. not much chance. Players are encouraged to act as real sub commanders did, and most sub commanders would not expose their sub to enemy attack from the air unless it was unavoidable.

RedTerex
05-11-2007, 08:07 AM
Great work Beery !

Your a credit to all the sub simmers on here !

tenakakhan_1981
05-11-2007, 08:51 AM
Originally posted by Beeryus:
Hehe, you probably won't like RFB then. The chances of shooting down a plane in RFB are significantly less than the plane's chances of severely damaging your boat. RFB's AA guns are modelled so that players have a similar chance of shooting down planes as real subs did - i.e. not much chance. Players are encouraged to act as real sub commanders did, and most sub commanders would not expose their sub to enemy attack from the air unless it was unavoidable.

Aw shucks LOL Oh well it's about time I got into the realism of the game anyway. Just loaded it up now and looks good http://forums.ubi.com/images/smilies/25.gif

fred8615
05-11-2007, 09:22 AM
About the hydrophones. clicking ont he heading doesnt work in sh4, but you can use the keyboard to rotate manually. (im at work and my keyboard buttons arent in the same position) but its either insert/delete or home/End.
It is Home and End.

Pr0metheus 1962
05-11-2007, 10:05 AM
Latest version is available. Download is in the first post in this thread.

Cooper_468
05-11-2007, 10:17 AM
Nice work guys, will give it a go soon, Modders are keeping SH4 Afloat, cheers guys

GatorSub1942
05-11-2007, 06:59 PM
Is this better than Flavoured to taste, or is it just more realistic? I'm not hugely impressed with FTT, it's ok and better than the vanilla game, but I'm looking for something better. Does this one do anything about the **** incoming shell sound (more like a sodding laser gun!!!)?

Pr0metheus 1962
05-12-2007, 01:05 AM
Originally posted by GatorSub1942:
Is this better than Flavoured to taste, or is it just more realistic? I'm not hugely impressed with FTT, it's ok and better than the vanilla game, but I'm looking for something better. Does this one do anything about the **** incoming shell sound (more like a sodding laser gun!!!)?

RFB definitely isn't a 'bells and whistles' or 'chrome' mod. I'm not adding any new sounds or graphics to the game. RFB is focused squarely on giving the player a realistic experience based on real world data collected from WW2 sub combat reports and other stats.

The overall experience of RFB is of a sim that has greater career survivability and more difficulty finding targets and sinking them. There's no chance of joining the 100K club with this mod. The goal is to make each career generally fall within historically viable limits, with tonnage scores, downed aircraft and career survival rates close to those of real sub commanders.

RFB is aimed at a very small minority of players - the realism junkies. Other players may hate it because it doesn't involve daily flirtations with death, narrow escapes or 80,000 tons of shipping and 25 aircraft shot down per patrol.

capcup007
05-12-2007, 01:47 AM
I also hope you keep up the good habit of not providing us with to much absolute information.
One of the biggest mistakes I made with SH3 was looking to close in certain files. Some even showed the exact course escorts would follow. This robs the game of the essential fog of war.

Cooper_468
05-12-2007, 06:02 AM
I prefer the realism side of things here, RFB offers fairly good realism in most areas, i enjoyed this, it kind of took away that arcade style you get with the stock game. Although i came across a fishing boat and thought hey why not sink it with my 4.5, well 34 hits later and this things still going strong, so i left it alone, guess the gun now is useless with RFB, but other wise a good mod, thanks to all those modders out there.

Pr0metheus 1962
05-12-2007, 07:23 AM
Originally posted by Cooper_468:
Although i came across a fishing boat and thought hey why not sink it with my 4.5, well 34 hits later and this things still going strong, so i left it alone, guess the gun now is useless with RFB...

In the latest version I adjusted the damage model of smaller boats so that they work properly with the new deck gun. A couple of hits should destroy any small sampan or fishing boat and a few more should destroy the larger sampans and junks. This version is available now in the first post in this thread.

As the mod progresses I'll be adjusting damage models until I get the perfect balance based on the historical info I can find. Right now I'm working on the 40mm AA gun, as the stock game has them capable of destroying destroyer escorts.

GatorSub1942
05-12-2007, 07:46 AM
A couple of things: Firstly, I need some tips on how to find targets using this mod. Secondly, does anyone know where to get a realistic 'incoming shell' sound for SH4?

@Ubi: Please patch in the control method for the sonar that was in SH3! It was so simple! If you want to do a full sweep, you can. If you just want to search a certain area you can, with just one click of the mouse. We need to be able to use the mouse for sonar control!

lane2512
05-12-2007, 08:34 AM
Beeryus....

Thanks for this mod. Just got my butt kicked on my first patrol. Limping home with a whopping 1,800 tons. Now I feel like the game is a sim. http://forums.ubi.com/images/smilies/11.gif

I have one item on my wish list and have no idea if it is possible. Is there any way to get rid of the Sesame Street map tool icons and maybe replace with smaller icons or buttons?

Cooper_468
05-12-2007, 08:39 AM
Any one know if RADAR was fitted to boats in Jan 42, ive heard before that it was pretty well a standard fit, i know FTT has it fitted from game start, is this historical, or not, am curious, as if it is correct i will add it. I do prefer historical accuracy so does any one know for sure, about the correct dates of the RADAR, any input, Beeryus. Ive been looking in to it and have found that it may of been a fit from game start.

Pr0metheus 1962
05-12-2007, 11:12 AM
It is possible to make other map tool icons. I don't know of any for SH4 though.

On the subject of radar, I'm looking into it. The thing is there's a big bug with the radar and it's a bit complicated. I'll get a fix in when I can and it will be historically accurate if I can make it so.

Pr0metheus 1962
05-12-2007, 11:15 AM
Originally posted by GatorSub1942:
A couple of things: Firstly, I need some tips on how to find targets using this mod. Secondly, does anyone know where to get a realistic 'incoming shell' sound for SH4?

@Ubi: Please patch in the control method for the sonar that was in SH3! It was so simple! If you want to do a full sweep, you can. If you just want to search a certain area you can, with just one click of the mouse. We need to be able to use the mouse for sonar control!

I agree with you on the mouse/sonar issue. I don't know why Ubisoft decided to disable the mouse for a lot of stuff, but they did, much to my annoyance.

On finding contacts, you're going to have to do a lot more work finding contacts than in the regular game. There are just as many ships out there but you're getting far fewer notifications. So if you go to choke points and use your hydrophones you'll find targets.

Cooper_468
05-12-2007, 11:19 AM
Thanks for the reply Beeryus, your work is greatly appreciated, by all of us realism simmers, cheers.

lane2512
05-12-2007, 01:58 PM
I spent the better part of two days trying to locate a sonar contact. This way...no that'a'way....no 45 degrees this way!....

Turned out to be a liberty ship.... http://forums.ubi.com/images/smilies/halo.gif

much better then the carnival shooting gallery...
Thanks again.

GatorSub1942
05-12-2007, 06:12 PM
Yep, I had a similar experience but I put three torps into him before I noticed he was flying the Stars and Stripes!!!!! http://forums.ubi.com/images/smilies/1072.gif

Fortunately, he was a big chap and didn't sink!! http://forums.ubi.com/images/smilies/halo.gif

GatorSub1942
05-12-2007, 06:13 PM
Originally posted by Beeryus:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by GatorSub1942:
A couple of things: Firstly, I need some tips on how to find targets using this mod. Secondly, does anyone know where to get a realistic 'incoming shell' sound for SH4?

@Ubi: Please patch in the control method for the sonar that was in SH3! It was so simple! If you want to do a full sweep, you can. If you just
want to search a certain area you can, with just one click of the mouse. We need to be able to use the mouse for sonar control!

I agree with you on the mouse/sonar issue. I don't know why Ubisoft decided to disable the mouse for a lot of stuff, but they did, much to my annoyance.

On finding contacts, you're going to have to do a lot more work finding contacts than in the regular game. There are just as many ships out there but you're getting far fewer notifications. So if you go to choke points and use your hydrophones you'll find targets. </div></BLOCKQUOTE>

Do you think they might patch it back in for v1.3? And can you help with a realistic 'incoming shell' sound?

I_Robot1967
05-13-2007, 08:04 AM
Strange but after enabling mod I can't start the game. Memory could not be read error http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif

Pr0metheus 1962
05-13-2007, 08:16 AM
Originally posted by I_Robot1967:
Strange but after enabling mod I can't start the game. Memory could not be read error http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif

If you're using other mods that could be the problem. RFB has only been tested on an unmodded game.

Andysim213
06-09-2007, 04:53 AM
anyway I can get this file as the link is dead for me.


Thank you in advance

Tater-SW-
06-09-2007, 07:08 AM
RFB is on version 1.28

http://www.subsim.com/radioroom/showthread.php?t=111770

tater

Andysim213
06-09-2007, 11:24 AM
thanks m8

Celeon999
06-09-2007, 12:42 PM
http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif http://forums.ubi.com/images/smilies/25.gif

http://forums.ubi.com/images/smilies/11.gif http://forums.ubi.com/images/smilies/11.gif http://forums.ubi.com/images/smilies/11.gif

pabbi
06-09-2007, 06:28 PM
The Real Fleet Boat mod is Copyright 2007, various authors. You must treat the Software like any other copyrighted material.[/QUOTE]


Why do i always get error report when trying to run rfb mod. I´m not using any other mod with it.
It´s some tga file that is missing.

Tater-SW-
06-09-2007, 06:37 PM
You can certainly post any problems in the thread above, someone will probably be able to help you.

<S>

tater

Pr0metheus 1962
06-10-2007, 08:41 PM
Originally posted by pabbi:
Why do i always get error report when trying to run rfb mod. I´m not using any other mod with it.
It´s some tga file that is missing.

The only reasons you'd get that sort of report would be:

1. You're using RFB with another mod.
2. You're using it with the wrong version of SH4.
3. When uninstalling another mod you've removed some file that RFB requires - I've seen this happen with the nomograph tool before - someone altered the menu_1024_768.ini file and then the game couldn't read the nomograph.tga file.

The answer is to always use RFB with an unaltered SH4 install.

fred8615
06-11-2007, 07:27 AM
New question:

Has anyone else noticed that messages from the messages.txt file are severely curtailed when using RFB 1.28? I'm not talking about contact reports, but the ones from CINCPAC and COMSUBPAC. Messages from COMSUBSOWESPAC seem to come through fine, even when I'm not in that area.

Pr0metheus 1962
06-11-2007, 07:50 AM
Originally posted by fred8615:
Has anyone else noticed that messages from the messages.txt file are severely curtailed when using RFB 1.28?...

It's a stock game bug. This happens with the regular game too. It's intermittent though - sometimes it happens, sometimes it doesn't.

NIMITZ1967
09-29-2007, 07:01 PM
Ok ol boy...what does this particular computer challenged fool have to do to down load this one?.....do i install it the same way as tm1.6? once installed is it there for good? or can you deactivate?....just how will this run on my VISTA (which im told is actually slwer than the 2ooos and XPs i believe most of you guys are running...please reply!

lane2512
09-29-2007, 07:08 PM
You can't put RFB and TM together. It is an either or proposition.

Since dgrayson helped you it is the same procedure to install with JSGME.

Before you load RFB up you have to remove the TM mods with JSGME, then install the RFB mod.

NIMITZ1967
09-29-2007, 07:44 PM
Woooo....is it THAT super serious.....oooo....dgray did warn me though....think ill leave it a few months so i can train up on the TM, get used to that before going for "THE BIG ONE"...OK i know where im at vis a vis my play of the game for the next few months...consider Trigger Maru a "training ground' then...yes?

lane2512
09-29-2007, 07:48 PM
Just different flavors for different folks Nimitz. I prefer TM over RFB but that is just me. When you feel like it give RFB a try. It is a great mod.

TheGeneral_D
12-11-2007, 08:31 AM
That link is busted. Is there another one?

swdw973
12-12-2007, 12:23 AM
Originally posted by TheGeneral_D:
That link is busted. Is there another one?

RFB 1.24 is long gone and not compatible with the 1.4 patch anyway.

Go here for the latest:
http://www.subsim.com/radioroom/showthread.php?t=125529

TheGeneral_D
12-12-2007, 03:38 PM
Cool. Thanks