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Old 09-13-14, 03:37 PM   #1
Kermit the Frog
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Default How to make Escort Vessels smarter?

Hallo guys!
I'm making my own adjustments to sensors and behave of Escort Vessel in SH4.

Problem: Current settings make DD a deathly weapon - Better acuracy of gunfire, better visual detection during the day, etc.
As a result after last attack on invasion fleet I spend 12 hours chased by deep charges. 1 diesel destroyed, no decoys onboard, many wounded. I loved it!

But when I attack simple (medium size) conwoy, DD's behave isn't aggresive at all. They used to stay with engines shut. While they schould pinging, and running straight ahead to possible localization of submarine, like they used to do in SHIII GWX or NYGM

Currently they're not scary!

Where can I find enemy DD's Crew settings? I want to set them all to veteran. Can u help? Hawe you any other idea how to make DD better?

Thank u in advance.

Last edited by Kermit the Frog; 09-13-14 at 05:03 PM.
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Old 09-18-14, 09:59 AM   #2
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Bonjour,

I do not know your level of experience on SH4, but I think you might have to deal with a false problem. The ability of destroyers to nab you (regardless of the noise you make) is mainly due to the state of the sea. With winds from 0 m / s, you are always detected at 2,000 meters, whereas with 15 m / s, destroyer misses 800 meters without seeing anything.

If you want to change the sensitivity settings, you have to the "sim.cfg" file
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Old 09-18-14, 03:34 PM   #3
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Are you running any mods, if not, load up TMO2.5.

To understand how to adjust ai

http://www.subsim.com/radioroom/show...=111395&page=2

As far as crew ratings, you would have to go to the campaign files, in that you'll find many dated files, such as 41a, 41b, and so on. You'll also find files for battles, invasions, etc....if you right click on one and open with notepad you can find a line for each group and each ship. You have to adjust the rating for each ship. With RSRD is can be 100s-1000's depending on how much you want. 1 is poor, 4 is elite....commonly used is vet which is 3..

They're numerous files that adjust the ai in the cfg and library
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Old 10-09-14, 06:59 AM   #4
Kermit the Frog
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Thanks for the reply guys.

Armistead - Thank you for link to thread. Unfortunately I already altered the settings mentioned there. *sns, *cfg's, and crew ratings.

Destroyers are deadly WHEN THEY'RE AWARE OF MY PRESENCE!

But it's... This sense of stupidity of AI (compared to SHIII GWX) when they're not:

1 When I'm shooting to DD from outside of his *sns range, he's not doing anything. While he should run or attack. Gun flash isn't revealing my position to DD!!!!

2 In GWX when I torpedoed a ship DD starts looking for me on most favorable firing position. 80°- 100° AOB of attacked ship, 1000m - 3500m range. Very soon it ends up in PING PING PING PING KabOOOOOM game :-)
SO ESCORTS LOOKS FOR A CONTACT, not only attacks the existing one.

You know what I mean?
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Old 10-10-14, 05:08 AM   #5
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Quote:
Originally Posted by Kermit the Frog View Post
But it's... This sense of stupidity of AI (compared to SHIII GWX) when they're not:
.....
You know what I mean?
Bonjour,

I think it's a mistake to compare SH3 GWX and SH4.
The Japanese were not as competent as the Anglo-Saxons for ASW, and I think this is very well rendered in the game.
Wanting more aggressive Japanese destroyers does not make the game more realistic, in my opinion. TriggerMaruOverhaul responds very well to this need, I think.
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Old 10-11-14, 06:49 AM   #6
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Quote:
Originally Posted by Gibus View Post
Bonjour,

I think it's a mistake to compare SH3 GWX and SH4.
The Japanese were not as competent as the Anglo-Saxons for ASW, and I think this is very well rendered in the game.
Comon mistake:

Battle of Badung Strait.

One of the most unbelievable (night) battle I ever heard of. 4 IJN destroyers defending 2 slow moving, damaged transport ships, against:
3 cruisers, 7 destroyers, 2 submarines and 20 aircrafts.

Allied losses: 1 destroyer sunk(long lance), cruiser and destroyer damaged
IJN losses: 3 damaged destroyers

The first Allied vessels to engage were the submarines USS Seawolf and HMS Truant. Both attacked the Japanese convoy on 18 February, but did no damage and were driven off by depth charges from Japanese destroyers. Later that day, 20 planes of the United States Army Air Forces attacked the convoy but succeeded only in damaging the transport Sagami Maru.

The Japanese were aware that their invasion convoy was likely to be attacked again, so they retreated north as soon as possible. The cruiser Nagara and the destroyers Wakaba, Hatsushimo and Nenohi were well away and took no part in the action. The last ships to leave were the two transports, each escorted by two destroyers. Sasago Maru was escorted by Asashio and Oshio; the heavily damaged Sagami Maru was escorted by Michishio and Arashio.

The first Allied group—consisting of the cruisers HNLMS De Ruyter and Java and the destroyers USS John D. Ford, Pope, and HNLMS Piet Hein—sighted the Japanese in Badung Strait at about 22:00 and opened fire at 22:25 on 19 February. No damage was done in this exchange of fire, and the two Dutch cruisers continued through the strait to the northeast, to give the destroyers a free hand to engage with torpedoes. Then Piet Hein, Pope and John D. Ford came into range. At 22:40, a Long Lance torpedo from Asashio hit Piet Hein, sinking the Dutch destroyer immediately. Asashio and Oshio then exchanged gunfire with Pope and John D. Ford, forcing the two American destroyers to retire to the southeast instead of following the cruisers to the northeast.

... I believe, that IJN forces, are strongly underestimated in stock SH4. Maybe they never had ASDIC as effective as RN had, but surely they weren't newbies.
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Old 10-13-14, 07:47 AM   #7
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Bonjour,

I speak ASW (and I think this is the thread) and you reply naval battle.
Perhaps it is the language barrier which is why I misspoke.

If you want we can also speak of the Palawan Passage where USS Dace and USS Darter stood head 15 destroyers, and put out of action three heavy cruisers.
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Last edited by Gibus; 10-13-14 at 10:42 AM.
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Old 10-14-14, 01:09 AM   #8
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Quote:
Originally Posted by Kermit the Frog View Post
Thanks for the reply guys.

Armistead - Thank you for link to thread. Unfortunately I already altered the settings mentioned there. *sns, *cfg's, and crew ratings.

Destroyers are deadly WHEN THEY'RE AWARE OF MY PRESENCE!

But it's... This sense of stupidity of AI (compared to SHIII GWX) when they're not:

1 When I'm shooting to DD from outside of his *sns range, he's not doing anything. While he should run or attack. Gun flash isn't revealing my position to DD!!!!

2 In GWX when I torpedoed a ship DD starts looking for me on most favorable firing position. 80°- 100° AOB of attacked ship, 1000m - 3500m range. Very soon it ends up in PING PING PING PING KabOOOOOM game :-)
SO ESCORTS LOOKS FOR A CONTACT, not only attacks the existing one.

You know what I mean?
Strange, this is common behavior I see with TMO. If a torp hits or even spotted, escorts come hunting down the wake and usually find you unless you shoot from far away.

Now, the gun range, if you're shooting on the surface, say at night and they can't get a visual, they basically don't react, but TMO 2.5 has better visuals than previous versions of TMO. Thing is, those visuals aren't that tuned to the night env., but work pretty good during the day. During a clear day, escorts will fire at you from 10,000 yards.

Again, they're numerous files that connect to one another and numerous equipment files that determine the range and sensitivity of all sensors {including visuals} and they all connect and work with the environment and crew ratings. Simply, if you're tweaking a few files in stock, you're not gonna see that much reaction. It may be your AI is harder, but your equipment is stock, so the AI is responding within those poorer limits.

If you haven't loaded TMO, give it a try. You may want to adjust TMO to be harder, but most find it too hard as is.
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Old 10-14-14, 05:56 AM   #9
Kermit the Frog
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Thank you Armistead, I'll give it a try. However night vision - almighty DD's Is also far from that what I'm looking for. DD Attack made from 10 000 yards range is rather annoying than dangerous. Don't you think?
The other situation is, when you're approaching convoy on surface, and the smaller distance makes whole play more dangerous. When DD place in your Boat 6 x 5 inch shells and fires 6-8 "long lances" in 12° spread (I put together and slightly improved mods of Keltos, jhapprich, and thedarkwraith)

Gibus - I didn't want to make you angry. I'm sorry. I also do believe in US Navy :-)
In many occasions they showed, that the motto "Make your combat training as close to real battle as it's possible. Fight like you're on exercises" makes them unpredictable and dangerous opponent. I only wanted to say, that there was no situation in history of human conflicts, when attacked DD didn't done anything while being under fire. Commander always makes some decision. Sometimes right, sometimes wrong. Like we all, when someone punches us in face.

Greetings
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Old 10-14-14, 11:34 AM   #10
Armistead
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Quote:
Originally Posted by Kermit the Frog View Post
Thank you Armistead, I'll give it a try. However night vision - almighty DD's Is also far from that what I'm looking for. DD Attack made from 10 000 yards range is rather annoying than dangerous. Don't you think?
The other situation is, when you're approaching convoy on surface, and the smaller distance makes whole play more dangerous. When DD place in your Boat 6 x 5 inch shells and fires 6-8 "long lances" in 12° spread (I put together and slightly improved mods of Keltos, jhapprich, and thedarkwraith)

Gibus - I didn't want to make you angry. I'm sorry. I also do believe in US Navy :-)
In many occasions they showed, that the motto "Make your combat training as close to real battle as it's possible. Fight like you're on exercises" makes them unpredictable and dangerous opponent. I only wanted to say, that there was no situation in history of human conflicts, when attacked DD didn't done anything while being under fire. Commander always makes some decision. Sometimes right, sometimes wrong. Like we all, when someone punches us in face.

Greetings
You find the escorts in TMO are damn accurate and fast like aimbot from long range. They'll have you sunk before you score a hit at 5nms.

Just remember sensors reply within the limitation of equipment values. So if you set AI sensors hard, but say sonar is limited to 500 yards, the AI regarding sonar will work within that range. You set it to 2000 yards, it works within that range.

I do recall the max range for guns shooting in TMO 10,000 yards, the visuals may be a tad better depending on how the values line up.

If you want some realistic fun, load Travs mod with TMO and use the harder AI mod option with it. One thing fun about Travs mod is the damage model, you can sink even when surfaced and it can take weeks to repair damage. Heck, one time I made it home running a max 6 knots flank with my sub tilted over half sunk barely surfaced.
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