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01-30-11, 12:27 AM | #1051 |
Black Magic
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Here is a test version of v0.0.30 of IRAI. This version will fix some problems with the fatigue model in the warships that I noticed. It will also induce more randomess in the warships/escorts/merchants. After every 4 tiers of fatigue new random numbers will be selected for each sensor. The difficulty levels now have min and max numbers for them. A random number is chosen between those min and max numbers for each sensor for EACH contact (and also every watch rotation) so every contact (and each watch) will be unique in its sensor's effectiveness. Currently only the warships are done (The merchants visual is done though). I'll let you all test this out while I get some sleep. I'll finish the merchants tomorrow (the hydrophone, sonar, and radar parts).
Unzip straight to MODS folder. Enable after IRAI or MO. http://www.filefront.com/17869093/IR...t-Warships.7z/ |
01-30-11, 06:06 AM | #1052 |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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Hi TDW,
Here is my story: I installed the test version of v0.0.30 of IRAI. I attacked a convoy (the convoy has 2 DDs - one in front and one in the back). The DDs wich was in the front of convoy came after me - he made 3 attacks on me - and after that he finished all the dept charges. The DDs from the back of convoy remained with the convoy. After a 1 and a half day (game time) the DD from the front abandoned chasing me . So, what do you think -are they reacted in the manner that you expected? Best regards! |
01-30-11, 11:10 AM | #1053 |
Black Magic
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that tells me I didn't mess anything up with the changes I made Being that the fatigue model was messed up before and due to new randomness of the sensor effectiveness based on unit/watchcrew you should've found it easier or harder to escape an escort at times.
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01-30-11, 04:06 PM | #1054 |
Black Magic
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finished all the changes so that merchants get the same randomness.
Now I'm trying to figure out why the mines I made will give hull damage but the depth charges won't This just blows my mind. I give the depth charges the same settings as the mine and still no hull damage |
01-30-11, 06:09 PM | #1055 |
Planesman
Join Date: Apr 2007
Location: Canada
Posts: 185
Downloads: 223
Uploads: 0
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woot....your back to IRAI
with regards to hull damage,i really like the way it is now your boat can take a pounding,as systems become damaged it becomes harder to control your boat (but you have time to repair) depth charge attacks that cause hull damage in the passed were far too short one or two close hits and the hull would be down to 40% and its game over man....game over with IRAI 0.29 i've had great depth charge attacks,lasting hours....repairing damage...controlling flooding....great fun sometimes the damage gets so bad, i have to surface and other times i lose control due to flooding and sink to the bottom. I think the damage model is perfect Maybe others would disagree,to that end could you offer 2 version IRAI 0.30.....damage as it is now IRAI 0.30a....with new hull damage thanks for one of the most important mods for SH5 |
01-30-11, 06:18 PM | #1056 | |
Black Magic
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Quote:
You'll like the new randomness to the ships. You don't know what to expect at any time |
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01-30-11, 06:28 PM | #1057 |
Planesman
Join Date: Apr 2007
Location: Canada
Posts: 185
Downloads: 223
Uploads: 0
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thats great....looking forward to full version with merchants and warships
'kill the leader bug' gone'.....{Bowfin does backflip} never knowing what to expect, just keeps getting better and better thanks |
01-30-11, 08:56 PM | #1058 |
Black Magic
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This is a historic day for SH5 ship AI......the kill the leader bug has finally been put to rest Even if the leader kills himself by running into another ship or something someone else takes over The randomness of the AI has been greatly improved also
v0.0.30 released. See post #1 for details |
01-30-11, 09:12 PM | #1059 |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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Good job.
So, in new version the number assigned for ships (related to how hard will be the game are randomly picked now) and we must not touch the settings that you made in init.aix! I think i understod. I am going now to test mission 'Wolfpacks''. Last days you made a lot of things - very productive - thanks! Best regards! |
01-30-11, 09:21 PM | #1060 | |
Black Magic
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Quote:
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02-01-11, 03:27 PM | #1061 |
Black Magic
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What does everyone think of v0.0.30? Are you finding it a bit easier to evade/escape now? Has anyone noticed convoys coming to a halt if you kill the leader? And how are the HK groups?
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02-01-11, 03:28 PM | #1062 |
Ace of the deep .
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Servers are down for half a day . Cannot play .
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02-01-11, 03:52 PM | #1063 |
Seasoned Skipper
Join Date: Jan 2002
Location: Oslo, Norway
Posts: 654
Downloads: 163
Uploads: 0
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Everything hooked to ubisoft are down. Maintainance. Says they will be back in about 2 hours time. Will surely test this out
__________________
Intel I7-7800x CPU. 16Gb G.skill DDR4 3600MHz. Asrock Taichi X299 mb Palit RTX 2080Ti. Fortron 1000W PSU. BenQ XR3501R LCD. |
02-01-11, 04:06 PM | #1064 |
Planesman
Join Date: Apr 2005
Location: Con dos cojones, ESPAÑA
Posts: 190
Downloads: 126
Uploads: 0
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I uninstalled MO and all other sound and map mods 3 days ago because of I was playing almost perfect but the game went so slowly loading. Getting out seaport was a complete problem (no docks,etc) and CTD.
Staying for the new MO release to install and see if returns to normal. (I made a defrag and saw if any MS Visual C++ was the problem but that isn´t the issue) When will be ready for test new version TDW? *sorry for the offtopic |
02-01-11, 04:38 PM | #1065 | |
Black Magic
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Quote:
Did you start a brand new career with MO or try to use an existing one? If you tried to use an existing one you will CTD at some point in it. |
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