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Old 04-28-07, 12:18 PM   #1
kakemann
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[REL] Kakemann's improved escorts 1.41

[This post was updated 21/5-07 - Reason: New version]

Hi everybody!

This is a new thread replacing the old Kakemann's escort thread.

There are 2 versions to download. One of them makes the AI more challenging than the other.
For details, see provided readme file.

REMEMBER!
----------------------
If you don't install using JSGME but do it manually, remember to back up the files from the original install in case you don't like my MOD!
__________________________________________________ __________________________________________________ _________


Quote:
Kakemann's Improved Escorts 1.41 Standard/Elite Mod
__________________________________________________

About the mod:
--------------
I made this mod because I thought the destroyers escorting convoys, task forces
the ones cruising by themselves were to easy to fight.
I was tired of the inneffective destroyers that were no match for an experienced subsimmer to defeat.
I also thought that the destroyers sometimes acted like "amateurs" when they detected me on the surface.
Sometimes they just fired a few shots, and I could easily pound the enemy destroyers to shreds.
I was also tired of the frequent airattacks when close to japanese airbases.

The latest release (1.4) fixes some of the strange behaving escorts for task forces and convoys.
After a lot of testing I found out that when high wind and waves the AI was seriously handicapped, and
that caused them to behave strange.
It also reduces the precence of airplanes in the aircoverage areas.

What's the difference between 1.41 Standard, and 1.41 Elite
-------------------------------------------------------
In general, the Elite version has more challenging escorts and armed merchants and warships.
The difference between the Elite and the Hard versions are the hydrophone sensivity and the crew rating.
The Elite version is for those REALLY experienced subsimmers who want that
"DAS BOOT"- feeling where you have to be real careful sneaking out after attacking a convoy for instance.

Other Recommended Mods to use with Kakemann's Improved Escorts
---------------------------------------------------------------
There is especially two mods i would recommend using together with this one.

* Realistic Battery life by CCIP (Increases the battery life slightly when running underwater)
Link: http://www.subsim.com/radioroom/show...rel%5D+battery

* Increased Crush depths by CCIP (If you find these mods to hard, try installing this. You will be able to dive
much deeper, thus making your sub less vulnerable to enemy pinging.)
Link: http://www.subsim.com/radioroom/show...D+crush+depths


This MOD is tested on a clean Silent Hunter 4 game patched to 1.2.

About me:
---------
I'm just a fellow norwegian subsimmer who wants to get the most out of this fantastic game!

Files included:
* DATA/CFG/Sim.cfg
* DATA/CAMPAIGNS/CAMPAIGN (all files)
* DATA/LAND/ALL DIRECTORIES RELATED TO JAPANESE AIRBASES
* DATA/CFG/Airstrike.cfg

Contact:
---------
just PM me at Subsim, my nick is KAKEMANN

* THANKS TO NEFARIOUSKOEL AT SUBSIM FOR MAKING THIS MOD PUBLIC AND HELP ME TO MAKE IT COMPATIBLE WITH JSGME. *
* I ALSO WANT TO THANK HIM FOR TESTING THE MOD AND BRINGING ME FEEDBACK ON HOW THINGS WORK. *
* THANKS TO CCIP FOR MAKING THE TWO MODS DESCRIBED ABOVE! GREAT WORK!

Happy hunting
Jon, A.K.A. Kakemann



INSTALLATION INSTRUCTIONS:
_________________________
Install with JSGME or do it manually by copying the provided files to the right folders.

How to install it manually:
Unpack the RAR file to the root file of your Silenthunter 4 directory and overwrite the existing files

Note:
DON'T FORGET TO BACK UP THE ORIGINAL FILES
---------------------------------------------------------------------------------------------------------

CHANGES VERSION 1.4 - 1.41 ELITE/STANDARD

DATA/LAND/LAB_NormalAirBaseJP/LAB_NormalAirBaseJP.cfg)
__________________________________________________ _________________________________

Fixed a small error in the file.

Thanks to MONOLITH at Subsim for feedback!



CHANGES VERSION 1.2 - 1.4 ELITE/STANDARD
/DATA/SIM.CFG
___________________________

Changed hydrophone sensivity settings.
--------------------------------------
From 0.07 - 0.09 (Standard version: no changes)

Changed Wave factor settings.
--------------------------------------
From 0.9 - 2.0

/DATA/CAMPAIGNS/CAMPAIGN/
___________________________
1.4 STANDARD: Reduced all crew rating status changes made in the 1.4 ELITE version for every year (41-44).
Note! The crew ratings are still a bit higher than in the original unmodded Silent Hunter game.
----------------------------------------------------------------------------------------------------------
Important!
These changes are between the 1.4 ELITE and the 1.4 STANDARD, NOT the original settings from the unmodded game.
1941:
Troop convoys From 4-2
Task forces From 4-3
Convoys From 3-1
Merchants From 2-1
Sub-hunters From 4-3
1942:
Troop convoys From 4-2
Task forces From 4-3
Merchants From 2-1
Convoys From 3-2
1943:
Troop convoys From 4-2
Convoys From 4-3
Task forces From 4-3

1.4 ELITE: Kept the crew rating changes made in the 1.2 version of Kakemann's mod.
----------------------------------------------------------------------------------


DATA/CFG/Airstrike.cfg
_____________________________

Changed default air strike probability
--------------------------------------
From 1.0 - 0.5

Changed friendly air Strike Probability
---------------------------------------
From 70 - 90


DATA/LAND/ALL DIRECTORIES RELATED TO JAPANESE AIRBASES (file: LAB_***AirBaseJP.cfg)
__________________________________________________ _________________________________

Changed number of squadrons
----------------------------
Greatly reduced all squadrons



CHANGES VERSION 1.0 - 1.2
/DATA/CAMPAIGNS/CAMPAIGN/
___________________________
Changed all crew rating status for Task forces, Troop Convoys and Convoys for every year (41-44).
---------------------------------------------------------------------------------------------
From 0-2
From 1-2
From 2-4
From 3-4
The enemy will react more aggressively now.
Enemy warships will fire more with their guns if your sub is spotted on the surface



VERSION 1.0
/DATA/CFG/SIM.CFG
____________________________

Changed hydrophone sensivity settings.
--------------------------------------
From 0.03 - 0.07
The enemy will hear you a lot easier. No more deaf destroyers.

Changed Thermal Layer Signal Attenuation
----------------------------------------
From 3.0 - 2.0
Thermal layers will give you lower protection. These layers will still protect you but not as much as before.

Changed wavesettings.
---------------------
From 0.5 - 0.9
Waves will not affect the AI's hydrophones that much.
It's easier to be detected in stormy weather.

Changed Sonar sensivity settings.
-----------------------
From 0.03 - 0.05
The active sonar will be more effective. The destroyers will ping you more because it is more effective.
__________________________________________________ __________________________________________________ __________
Download links:

STANDARD version: Kakemann's Improved escorts 1.41 Standard

ELITE version: Kakemann's Improved escorts 1.41 Elite

Last edited by kakemann; 05-21-07 at 02:29 PM. Reason: New versions 1.41
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Old 04-28-07, 12:20 PM   #2
ReallyDedPoet
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Nice work, thanks for including the read me

RDP
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Old 04-28-07, 12:20 PM   #3
kakemann
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No problem
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Old 04-28-07, 12:38 PM   #4
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Nice mod addition... I like the certificate.......
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Old 04-28-07, 12:44 PM   #5
kakemann
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Thanks!
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Old 04-28-07, 02:21 PM   #6
Jungman
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I must try this out! Thanks for the readme; since I use others mods, I need to combine these together to use them.

I hope the Escorts now are more agressive. Stock game they are just too easy. Now we have a challenge!:p
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Old 04-28-07, 02:24 PM   #7
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Hi Kakemann;

Quick question. Do you have to start a new carrer for this to work? Seems like you shouldn't since it is a .cfg file change.
I hit a convoy last night, and the destroyers didn't pick me up, or react while I sunk three ships. Once I was leaving the area though, and went to 2/3 to soon, (there was a DD shut down listening, Doh!) then they were on me pretty darn quick, and gave me a real rough time for a good half hour or so.

I'm starting a new patrol from Pearl today, so I'll see if there is any difference.

Thanks for the mod.
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Old 04-28-07, 04:47 PM   #8
kakemann
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Quote:
Originally Posted by jerryt
Hi Kakemann;

Quick question. Do you have to start a new carrer for this to work? Seems like you shouldn't since it is a .cfg file change.
I hit a convoy last night, and the destroyers didn't pick me up, or react while I sunk three ships. Once I was leaving the area though, and went to 2/3 to soon, (there was a DD shut down listening, Doh!) then they were on me pretty darn quick, and gave me a real rough time for a good half hour or so.

I'm starting a new patrol from Pearl today, so I'll see if there is any difference.

Thanks for the mod.
It shouldn't be necessary to start a new campaing.
I've experienced sometimes when meeting big task forces and convoys that they act really weird - they won't react at all. This has been discussed in many threads in the forum. I think it might be a hard coded bug, but of course I'm not sure.

I think that issue is caused by something else. This is listed in the bug list in the original version of the game.

If the destroyers act as they should - that means that they don't just stop and cruise back and fourth or don't react this mod really makes the escorts a lot more effective.
I tested it a lot in different conditions.

For me it is quite seldom that the escorts behave this weird way. But it definately doesn't have anything to do with the mod.

If this also would be fixed the game with the settings provided in the mod the game would be perfect

Keep telling me your experiences!
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Old 04-28-07, 06:40 PM   #9
kakemann
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Here is a thread about the strange behaving destroyers in task forces.

http://www.subsim.com/radioroom/showthread.php?t=112904

Hopefully this will be adressed in a future bugfix. Maybe it is modable?
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Old 04-29-07, 05:00 AM   #10
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The general task force/convoy AI behavior is hard-coded from what I've seen, so it seems there's no immediate fix for them slowing down after a vessel is struck. Although I have seen some turn away at speed so it's spotty.

You may experience the slowing of a convoy but this mod certainly makes up for it by keeping your head down with the improved escorts if you get adventurous. They are no longer unattentive and will provide a good challenge.
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Old 04-29-07, 05:09 AM   #11
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Quote:
Originally Posted by jerryt
Hi Kakemann;

Quick question. Do you have to start a new carrer for this to work? Seems like you shouldn't since it is a .cfg file change.
I hit a convoy last night, and the destroyers didn't pick me up, or react while I sunk three ships. Once I was leaving the area though, and went to 2/3 to soon, (there was a DD shut down listening, Doh!) then they were on me pretty darn quick, and gave me a real rough time for a good half hour or so.

I'm starting a new patrol from Pearl today, so I'll see if there is any difference.

Thanks for the mod.
As with any sub, your detectibility will be highly dependent on the noise you're making while submerged. Use speed changes with care especially with this mod. Quiet is the word.
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Old 04-29-07, 01:56 PM   #12
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Man, this latest patrol has been a sleeper.

They sent me to the Carolinas, where I saw two fishing boats, and got bombed by a couple of betty's. Damage control seemed to work Ok for me BTW, except for the AA and deckgun of course.

Next was back to the Marshalls, then to the Gilberts! I haven't seen any enemy ships or planes for the last three weeks! :rotfl:

I have now gone down to rabaul to see if there are any there, or if the war has somehow ended by November of 42. :p

I'll let you know how the escorts behave, if I ever find anymore, lol.
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Old 04-30-07, 01:55 AM   #13
NefariousKoel
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You might not notice all the changes if you installed it while on patrol. For instance, the sonar should be improved but Escort experience might not be in on the vessels already saved in your game.

It should still run fine, but I'd think your next patrol may be a bit hairier.
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Old 05-01-07, 03:39 PM   #14
kakemann
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After lot of testing I'm releasing the 1.4 version.

It greatly affects escorts behavior when there is a lot of wind an waves.

There is also less airtraffic.

Feedback appreciated!
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Old 05-01-07, 09:18 PM   #15
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Well, I like the mod - so there's feedback. I will ask one thing - perhaps cutting back on the level 4 escorts? While aggressive - once they get you under - if your dealing with more than one - its about impossible to lose em. I would leave the 3's at 3 - just my thoughts. Even 3's arent too easy - at least for this skipper!

Thanks! Great mod either way!
Good Hunting!
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