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Defiance
06-09-14, 06:22 AM
Heya Peter,
Disclaimer :::::::: Defiance, i repeat Defiance, is in no way responsible for any modding addictions :rotfl2: ............................
That's what happens when you start messing with mods hehe
A vast majority of mods can be enabled anytime (not on the fly though, hmm not tried)
Less need to be on bunker saves
Even less luckily need a career start, menu edits as far as i know are almost a certainty for new career start
Obvious tip while modding on the fly during a career, forget real nav, you'd soon lose the will to play i think, well i would
I've got patience for most things, like most there are times i can't see the woods for the trees
Slapped some new mods in, gonna see if any keepers :hmm2:
I can see a chink of light at the end of the tunnel err wait up, that's a new graphics mod aint it, sure looks like a chink, nope it's a nice fx mod, nope it's light, noooooooooooooope, it's a a a ohh well mod soup incoming ingredients :haha:
7Infanterie19
06-10-14, 09:38 AM
I have nightmares of baltic missions, like groundhog day for me hehe
lol .. but you love it. I'm going to ask Trevally to make an OHII version that only plays out solely in that area just for you. :haha:
Ohh one thing that creases me up, when i'm in the interior of sub, kaiser gets so protective he likes to bark deeply at the officers lmao
If only i had a vidcorder
Maybe he was a uboot kaleun reincarnated. :D
Heya Peter,
Disclaimer :::::::: Defiance, i repeat Defiance, is in no way responsible for any modding addictions :rotfl2: ............................
Too late now .. hehehe
Even less luckily need a career start, menu edits as far as i know are almost a certainty for new career start
If you add or remove something, definitely. For text changes, I think it's ok. :hmm2:
... forget real nav, you'd soon lose the will to play i think, well i would
I've got patience for most things, like most there are times i can't see the woods for the trees
I do want to try real nav one day, but for that reason you pointed out, I have balked.
... have had to do the Kiel Canal Outbound again (yawn).
Peter
I hear ya! :wah: But it has to be done .. if only there was a teleport to the Nord Meer!
7Infanterie19
06-10-14, 10:03 AM
As a follow up to my post http://www.subsim.com/radioroom/showpost.php?p=2212420&postcount=2232, I adjusted my init.aix settings to match sober's as per his thread http://www.subsim.com/radioroom/showpost.php?p=2212793&postcount=3603. I did it because I had the thought in mind about attacking convoys on the surface as per what I read in Iron Coffins and wanted to try that out when the time came, and I also figured maybe it would reduce the airplane madness.
I did the Scapa Flow mission and found that nobody moved after my torpedos hit. Not a one. With two flaming capital ships, every escort just sat there. No search lights. No engine start ups. Nothing. Not even a "hey, did you hear something?" i was so excited about finally getting to do this mission, but it turned out to be anti-climatic. I don't know if it was because I used the reduced settings or that's just the way it was that day that I went in. In all fairness, I should go back to the original init.aix settings and try it again, although I don't think I will.
On the bright side, airplanes didn't immediately hone in on me later on in the ECW area. They would eventually catch sight of me, then fly in or circle, but I had a bit of time to dive at least. No bombs were dropped in any of those encounters that I know of. They were definitely more active than I can remember in previous versions, and this is good, but I did feel that I had more time to make decisions, dive and evade. Frankly, I can't understand why these adjusted init settings affected airplanes, because those two sections are related to merchants and non-merchants. Perhaps planes fall into the category of non-merchants, I don't know :hmmm:. Either way, I prefer it like this.
So for now, I'm thinking maybe of keeping these settings, then in 1941 or 1942, switch back to the higher settings to simulate the stepped up Allied defences for that time period, so that Happy Times can be Happy Times like it was in previous mod versions. I made an "init.aix adjustment mod", so it will be easy to revert to the old settings by disabling that later.
If anyone has any thoughts on all this, please feel free to pipe in.
Cheers!
Defiance
06-10-14, 11:06 AM
Hiya,
Hehe
I'll have a squint through those settings and maybe get to try them out :yeah:
TTFN
THEBERBSTER
06-10-14, 01:25 PM
Hi 7Infanterie19
Check and make sure that you have the 2 patches enabled in the GFP.
'Units have to use radio to contact other units in regards to contacts.'
Peter
7Infanterie19
06-11-14, 05:02 PM
Hi Peter,
I actually don't have those patches enabled. The reason being that I wasn't sure what TDW meant in his "Units_must_use_radio" readme when he says:
"In order for this patch to work correctly you will need gap's Ship radio damage files (modified .zon files for the units that adds the radio room and antenna zones). A version of them has been included in each single mission mod specified below.
There are 2 single mission mods included:
- SM_Wounded_Unit_Radioing
- SM_Wounded_Unit_Radioing_Increased_Radio_Room_Size"
Does he mean we need to add the "Sea" folders from them to the game via JSGME, and if so, from which of the two, or add both with one overriding the other? :hmmm: IMHO, his statement is just too ambiguous for me and should be a bit clearer in direction.
How has this patch benefited you in game? Does it affect planes as well or just ships?
What was it that I wrote earlier that prompted your suggestion for me to enable these patches, just so I know?
Cheers ..
Defiance
06-11-14, 05:59 PM
Go into generic patcher
Can't rem offhand, but enable everywhere it says about the radio units blah blah blah
Those are the patches peter means
The other patches were for testing in SM (single missions) to check em
Irai comes to life more with those :)
Well should do, sometimes ships come in from all bearings lol
hope that helps
7Infanterie19
06-11-14, 06:21 PM
So we don't have to add those zon files like TDW mentioned? :hmmm:
THEBERBSTER
06-11-14, 06:22 PM
Hi 7infanterie19
Those 2 patches tell other ships in the vicinity that there is an attack taking place and they will respond.
Without the patches they will not take any action against you.
Hence the ship under attack radios for help and sends for the cavalry.
Peter
Defiance
06-11-14, 06:48 PM
I have zon/s enabled in patcher
Running fx update so can have them enabled in patcher
But so far no need for ship zon files patch (mod in case you ctd when attacking ai ships or near them or somert)
Again, hope that helps
So we don't have to add those zon files like TDW mentioned? :hmmm:
The necessary files were added into FX Update for SH5 by TDW, so if you have it installed the files are included.
http://www.subsim.com/radioroom/showthread.php?t=174511
Patch note:
v0.0.22.....
- added gap's modified .zon files for ships that includes the radio room and antenna zones
- added gap's modified zones.cfg file that supports the radio room and antenna zones
....
The necessary files were added into FX Update for SH5 by TDW, so if you have it installed the files.
That's correct
:up:
Intelligent Random AI (IRAI) is amazing! I was hunting down a minelayer and a destroyer near Danzing as part of the Open Horizons II first campaign. I was able to catch the destroyer by surprise and sunk it. The minelayer took evasive action and maneuvered for a bit. I was surprised when the minelayer came to a full stop.
I wait a few minutes, but the minelayer just stays still. I found it weird that it would just sit there...
Not weird at all: the minelayer was obviously rescueing the survivors from the sunk destroyer while keeping an eye on you :arrgh!:
7Infanterie19
06-13-14, 06:43 PM
Hi 7infanterie19
Those 2 patches tell other ships in the vicinity that there is an attack taking place and they will respond.
Without the patches they will not take any action against you.
Hence the ship under attack radios for help and sends for the cavalry.
Peter
Wait a minute ... so we WANT them to call in the cavalry? :o That means these patches help them, not us. :doh:
Irai comes to life more with those :)
Well should do, sometimes ships come in from all bearings lol
hope that helps
So it comes to life for the AI and possible death for me.:timeout:
Man, you guys are killin' me here! .. :O: lol .. have I not paid my dues troubleshooting all those CTDs that I deserve to at least sail around and shoot some ducks in a barrel once in a while? :D
I have zon/s enabled in patcher
Running fx update so can have them enabled in patcher
But so far no need for ship zon files patch (mod in case you ctd when attacking ai ships or near them or somert)
Again, hope that helps
The necessary files were added into FX Update for SH5 by TDW, so if you have it installed the files are included.
http://www.subsim.com/radioroom/showthread.php?t=174511
Patch note:
v0.0.22.....
- added gap's modified .zon files for ships that includes the radio room and antenna zones
- added gap's modified zones.cfg file that supports the radio room and antenna zones
....
(sigh) That info should also be in the "Units_must_use_radio" readme.
For now, I'm not sure if I'm going to apply this patch if it helps AI rather than me, but thanks to all of you for clarifying everything and for letting me know. Much appreciated as always! :salute:
{snip}
For now, I'm not sure if I'm going to apply this patch if it helps AI rather than me, but thanks to all of you for clarifying everything and for letting me know. Much appreciated as always! :salute:
I think you're confused. The patches give us the ability to destroy (and thus silence) the AI radio so it can not be used to call for help.
In order for a unit to call for help it must have a working radio.
In order for a unit to receive a distress call it must have a working radio.
Normally the AI can always call for help.
The patches give us the ability to destroy the radio room and/or masts to prevent radio transmission and receipt.
I hope that clears things up!
7Infanterie19
06-13-14, 07:27 PM
Oooh baby! now I'm really confused, Katze! :D
So TheBerbster said they don't normally radio in by default, but activating the patch allows them to. You say opposite. I'd prefer that you were right. hehehe (sorry Peter! :smug:).
When I'd use my deck gun, I'd usually aim for the command deck first. As you described it, this patch gives us incentive to take out the radio AND it has the chance to work if the patch is enabled. I think this is what I initially thought it did, but second guessed myself. More so with the explanations. Maybe I will activate the patch next time I'm in port, then.
oops! Stanley Cup game is on .. gotta go! :cool:
go Kopitar go!!! :up:
THEBERBSTER
06-14-14, 06:49 AM
Shaefer commenting on Scapa
I was allso somewhat baffled that no ships came looking for me, I felt like this was a little "cheaty", sinking all those ships for free.
I was sure that I would get hunted in a situation like that, inflicting such a heavy loss upon the British Navy.
I am sure though, that the brits will have more than one opportunity to settle the score later.
Originally Posted by sober
Radio patch enabled . Enterered scapa for a raid . 2 torps fired and now there are destroyers actively searching
I wonder if Shaefer had the patch anabled while he recorded his last video
Courtesy acknowledgement to shaefer, gap and sober for the info
THEBERBSTER
06-14-14, 06:55 AM
Have a look at the file Patchers 5 and 6 again in the descriptions.
Oooh baby! now I'm really confused, Katze! :D
So TheBerbster said they don't normally radio in by default, but activating the patch allows them to. You say opposite. I'd prefer that you were right. hehehe (sorry Peter! :smug:).
When I'd use my deck gun, I'd usually aim for the command deck first. As you described it, this patch gives us incentive to take out the radio AND it has the chance to work if the patch is enabled. I think this is what I initially thought it did, but second guessed myself. More so with the explanations. Maybe I will activate the patch next time I'm in port, then.
oops! Stanley Cup game is on .. gotta go! :cool:
go Kopitar go!!! :up:
If you want to see how it all developed you can find it in the sh5 patcher thread starting here: http://www.subsim.com/radioroom/showthread.php?t=181433&page=145
Synopsis:
TDW wanted to get Carriers to launch aircraft as they were getting the contact sighted info but not launching.
After fixing that he worked on getting airfields functioning as well so that when you were sighted by a freighter, for example, the airfield would scramble aircraft after getting the report.
The discussion then started about whether all contact messages could be routed through radio equipment ( EG: check unit has a working radio)
This then lead to the reworked destroyable radio / antenna zones and the 'units must use radio patch'.
Even before the destroyable zones patch was created, the ships would send contact reports, and destroyers in range would respond.
If the carrier and airfield patch was enabled then carriers and airfields would respond as well. That was all developed before the ability to destroy the unit's radio equipment (at which point the patch forces the check for 'working radio equipment' before sending out the report.)
As for the other discussion about Scapa Flow, it's a known issue that the 'docked' dummy ships don't wake up during an attack and that the active Destroyer AI gets locked up when they get in shallow waters and the collision avoidance routine kicks in.
DieReeperbahn
06-21-14, 07:29 AM
I was wondering what IRAI_0_0_41_Inertia_Damage does and if I have to install TDW_Ship_Inertia_1_1_0 as well. The reason I ask is because I am also using RPM Hydrophone v2.2.1 and in the text it says:
* SHIP INERTIA 1_1_0 is TOTALLY INCOMPATIBLE with this mod as it leaves many merchant sound speeds below 10 and 9 knots. If installed, uninstall it first or overwrite my mod above. Preferably uninstall.
So if I follow this instruction does it negate the first two MODS?
7Infanterie19
06-28-14, 10:25 AM
For two posts above:
Thanks Katze! Between what you and Peter wrote back to me, I'm going to eventually enable this.
Cheers! :salute:
7Infanterie19
07-29-14, 08:46 PM
Do share your experiences with escorts once you play more with your new campaign, I'd really like to hear if the tactic of going deep and remaining silent works for you. The last time I attacked a convoy from the inside that tactic failed miserably...:dead:
The other day, I decided to poke the hornet's nest with my stick. It was January 1940 in-game time. Hell, I sunk carriers in those circular task forces before, so no big deal, right? Tell that to the 8 or 10 escorts who hunted me relentlessly after I hit their carrier, and that didn't care that I was sitting as still as a pin at 145m deep (the deepest I could go at that spot), silent running and all stop - at TC 1 (forget about going TC 2 or higher as it only seems to amplify their accuracy). They knew exactly where I was as well as how deep, and their dcs easily reached that far. The result: An iron coffin. I reloaded and waited and hoped for a break. This time, I got to breathe for a few minutes, maybe because of the reload, I dunno. As they cork-screwed outwards to about 3000m or 4000m, I decided to try going 1 knot, silent running, following what was suggested earlier and in other threads. I may as well have gone flank speed, seeing that the escorts and their uber skills heard me from 3 or 4 km away as if I was surfaced and going flank speed right beside them, consequently pouncing on me like rabid dogs. They were so hungry to get to me that they were even shooting dcs at each other. It was insane. I watched it from the external camera and couldn't believe my eyes. The result: Dead, of course. So, I reloaded again. New tactics. Dead. Reloaded. New tactics. Dead. Reloaded. Tried Stoianm's tactics from the thread I mention later on in this post. Dead. Reloaded. "Hey! They're leaving! Where are they going?" Now they didn't even care about me and moved on. And so did I, happy to be alive even though I had to reload many times, but unhappy in the thought that if I were using the dead is dead mod, I'd have to start all over, sailing out of Memel again. It scares me to think about those missions we used to get that specifically say to hunt down those capital ships. I imagine potential suicide unless I'd be lucky to get a good 10th reload again. I would guess full suicide if you use sober's dead is dead mod.
I am seriously not having that much fun anymore. Have we tweaked too much to achieve a more realistic, historical experience at the expense of a more realistic, historical experience? (Yes, I wrote that correctly.)
It must sound like I'm whining, and I apologize, but that's how I feel, and maybe that's just me, but I should be happy playing this game like I used to be, even if I'm not a full-on, uber, 110% realism, real-nav, super skilled player, right?
From the knownfacts.tsr file where all those loading screen tidbits come from:
"Fact45=In the early stages of the war, Allied Mk.VII depth charges had a maximum explosion depth of around 91m. After capturing
U-507 the British were astonished to see that the German U-boats could go 100 m deeper than their depth charges could reach."
According to Wikipedia - http://en.wikipedia.org/wiki/Depth_charge - the Mark 9 was introduced in the spring of 1943 and could reach depths up to 180m, with later versions reaching depths up to 300m. That's over three years (and five campaign stages) of a bit of a safety net to hide in before things got way too hot to handle for the uboats.
TheDarkWraith, in your post in the "evading escorts" thread http://www.subsim.com/radioroom/showthread.php?p=1620520#post1620520, you wrote:
"IRAI currently is a compromise because of the GR2 limitation. The compromise is that it's set to be for the later years of the war. I had to do this so that in the later years of the war the AI is difficult. Once the GR2 limitation is broken and I can clone the sensors for the ships I can make dumbed down versions of those sensors for the earlier war years. I can also then clone the DCs so that their depth range is shallower in the earlier years. Until we can break the GR2 limitation I made the mod the best that I could."
Considering that thread is 3 years old and that escorts are now easily crushing us (me) at 145m, I take it that the GR2 limitation hasn't been broken yet?
I just can't wrap my head around the idea of having five campaign stages set at the same difficulty as the final two stages in order to allow the final two stages to be as challenging and difficult as they should be, at the expense of the five early earlier campaigns, especially since many of us never even reach the end, considering restarts due to various reasons, such as mod upgrades, real life, etc.
TheDarkWraith, as a possible solution, I ask: (if possible) can you please create two suitably named versions: IRAI Early Years (Coastal Waters to the end of The Black Pit/Distant Waters), and IRAI Late Years (Monsun Gruppe/Turning Point), with each having the appropriate settings applicable to the specific periods, and that we can enable/disable in their respective periods? It would allow things to still be more realistically tied to how it was for each period, and so that we (I) can still have fun and maybe survive to get to the later years. And if you want more variety, then maybe even add a third version - IRAI Mid Years - with settings between the other two.
Thanks for listening.
Dragon81
08-04-14, 03:04 PM
Hi guys,
I have installed this mod. Sadly I still get hydrophone contacts when I'm surfaced. And the ships are really far away! Up do 60Km!!
Did I something wrong?
In the first posting is something writen about add-on mod for no hydrophone on surface but where is it?
Echolot
08-04-14, 04:22 PM
In the first posting is something writen about add-on mod for no hydrophone on surface but where is it?
TDW Addon Mods v1.1.0 (http://www.mediafire.com/download/u18kl28nyy8mw8c/TDW_Add_On_Mods_v1_1_0.7z)
:salute:
Captain_AJ
08-04-14, 05:50 PM
Hi guys,
I have installed this mod. Sadly I still get hydrophone contacts when I'm surfaced. And the ships are really far away! Up do 60Km!!
Did I something wrong?
In the first posting is something writen about add-on mod for no hydrophone on surface but where is it?
Insane as it may sound .. any cloud saves from ubi . will inject a former saved game that can corrput your mOD .. I am in the offline mode and now I dont get any saved games from Ubi , Although it says saved game . its waiting to upload them to the cloud on ubi . you can disable this feature and you will not get corrpution from Ubi cloud that "WILL Cause problems for your Modded SH5"...
I will also say being a veteran of Sh5 , Realistickly that TWOS is a great mod . after My last deployment I tried to go to using Sobers Mod list , which is very stable , However , Sobers has mod list to his liking and how he plays the game . I will attest that this mod Is exccelant In comparision too previous mods . Alot great minds in the community have made SH5 awesome . I could not play this game other wise if it was not modded . I have made a folder on my drive that has a clean install of Sh5 . so if problems arise . I have a copy in which I do not have to re-install from the digital gold edition from amazon . There is alot of information about setting this game to your liking through out this BBS ..
Also You might get a huge surprise when you upgrade too TDW generic patch1.0 .1.65.. .. No More ahh ! .. Just great !! Thanks TDW !! .. Alos you may want to check your options py . Options that are discrbed at the begginging of this post . You may have that option checked as true .. Sail On !!
Fries EgGS on virtural Frieghters Sail On !!
Dragon81
08-04-14, 11:54 PM
Echolot, thank you. I wonder why this is not linked in the first posting... or did I miss something?
Kimurajin, I did not know that the cloud can corrupt the savegames. Nevertheless I already played in offline mode.
Is it possible to delete ALL savegames at once?
Dragon81
08-05-14, 02:36 PM
OK, I installed the addon "no Hydrophone on surface" and it seems to work. But my hydrophone guy still can hear contacts in ca. 60Km distance!
Isn't this unrealistic?
JacobLost
08-08-14, 02:24 PM
Hello friends!
I'm sorry for my question
What is the latest version of that mod?
I mean IRAI. Is it 0.41?
If no, may i asked you about some help-
Can ypu give me download link for new version?
I'm sorry for my English. I hope you will understand me.
Thanks you very much and be happy:salute:
THEBERBSTER
08-08-14, 06:04 PM
A warm welcome ‘JacobLost’ to the Subsim family.:subsim:
You will always find someone here to help you.:)
Link to my SH5 – SH4 posts::salute:
Step By Step Tutorials & How To Do It
Also Included Are Some Useful Download Links
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
IRAI_0_0_41_ByTheDarkWraith
http://www.subsim.com/radioroom/showthread.php?t=171973&highlight=irai_0_0_41 (http://www.subsim.com/radioroom/showthread.php?t=171973&highlight=irai_0_0_41)
vladimir bondarenko
01-18-15, 06:30 PM
Captains, please tell me. Responsible for what events IRAI_0_0_41_Inertia_Damage ???
OMG I'm such an idiot.... I've been baffled as to why escorts won't attack me . They just circle about 15km away and there is no risk of them attacking me. I had this mod it didn't help.
I just realised the mod is in a folder with the same name. I just had the file structure wrong. So I added it properly and loaded my saved game which was saved with a sub hunter group circling near me that won't attack... where I gave up playing last time due to this bug...
So this time they did attack me. Boy did they give me a workout. I was starting to wonder if the number of depth charges the escorts carry was counted and would they eventually run out of wasserbombes?
It was great! I loved it. I haven't modified the behaviour of the boat at depth so she slowly sinks with negative buoyancy. I was using the manual dive planes to counter the sinking. 3 knots would slowly raise my depth and 1 knot would slowly sink. It was very tense and I lost 20points of pressure hull due to escort attacks. Eventually I stayed out of their hydrophone range for long enough and deep enough for them to break off . I was exhausted. At this moment I spared though for the relief the real uboat crews must have felt listening to the escorts steaming away, after they had finished all their depth charges. whew.
Great mod thanks TDW!
vladimir bondarenko
01-19-15, 11:03 AM
so people, nobody knows what is this mod IRAI_0_0_41_Inertia_Damage???!!!!:o:wah::06:
Echolot
01-19-15, 11:45 AM
so people, nobody knows what is this mod IRAI_0_0_41_Inertia_Damage???!!!!
Only if you use TDW Ship Inertia you should update IRAI with IRAI_0_0_41_Inertia_Damage.
:salute:
so people, nobody knows what is this mod IRAI_0_0_41_Inertia_Damage???!!!!:o:wah::06:
As Echolot just beat me to it, I'll just put the link to TDW's Ship Inertia thread here: http://www.subsim.com/radioroom/showthread.php?t=196657
Mod load order is:
TDW_Ship_Inertia_1_1_0
IRAI_0_0_41_ByTheDarkWraith
IRAI_0_0_41_Inertia_Damage
From the patch notes re: IRAI_0_0_41_Inertia_Damage
"This will allow the maximum speed of the unit to be dictated by damage incurred. Enabling this without my Ship's interia mod installed will cause the ship's to instantly slow down when they are damaged."
vladimir bondarenko
01-19-15, 11:53 AM
Only if you use TDW Ship Inertia you should update IRAI with IRAI_0_0_41_Inertia_Damage.
:salute:
As I understand it, this mod (TDW Ship Inertia ) adds inertia to the ships, and if the damage of the screw in this fashion (IRAI_0_0_41_Inertia_Damage.) the ship continues to move by inertia??? So????
Echolot
01-19-15, 11:59 AM
As Echolot just beat me to it, I'll just put the link to TDW's Ship Inertia thread here: http://www.subsim.com/radioroom/showthread.php?t=196657
Mod load order is:
TDW_Ship_Inertia_1_1_0
IRAI_0_0_41_ByTheDarkWraith
IRAI_0_0_41_Inertia_Damage
From the patch notes re: IRAI_0_0_41_Inertia_Damage
"This will allow the maximum speed of the unit to be dictated by damage incurred. Enabling this without my Ship's interia mod installed will cause the ship's to instantly slow down when they are damaged." Thank you, Katze.
I use it in my multiplayer mod setup and it seems to work as intended. Great mod.
Sorry, vlad, can't explain better as my english is a bit of greek to me.
vladimir bondarenko
01-19-15, 12:07 PM
Thank you, Katze.
I use it in my multiplayer mod setup and it seems to work as intended. Great mod.
Sorry, vlad, can't explain better as my english is a bit of greek to me.
Thank you captains, went to the link read for inertial modes, set the fashion in this sequence, sort of understand. I have the English "Russian origin":oops:
vladimir bondarenko
01-19-15, 02:09 PM
As I understand these fashion TDW_Ship_Inertia_1_1_0 and IRAI_0_0_41_Inertia_Damage not compatible with the OH 2.5?
As I understand these fashion TDW_Ship_Inertia_1_1_0 and IRAI_0_0_41_Inertia_Damage not compatible with the OH 2.5?
I am using them with OH2.5 and my career is into the campaign The Final Years (44-45) now. I have not seen a problem.. what is supposed to be the conflict?
I follow Sober's mod order, but do not use his exact list of mods: http://www.subsim.com/radioroom/showthread.php?t=192374
I have been getting constant CTD using IRAI. Just open water with time compression. Seems to be when I get within sensor range another AI ship/plane.
I'm quite sure it is the IRAI mod because when I remove it I can sail through all a whole patrol using up to 2000x TC without a hiccup.
DAM the this AI mod is great but the CTD are more than I can deal with compared to virtually no CTD without it.
I wonder about TDW patcher and IRAI. The IRAI must use many of the patcher changes to work.
here is my short mod list anyway incase there is obvious problem...
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 Hotfix_2 (without date)
R.E.M_by_Xrundel_TheBeast_1.2
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Stock_Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
MightyFine Crew Mod 1.2.1 Stock w beards
Reworked Morale and Abilities v.1.1
Parts Magui V 3.06 by DrJones
Parts Magui V 3.01 by DrJones - English Menu (for V3.06)
Optional Binocular 2
OPEN HORIZONS II v2.5
OH II v2.5 Grid Request fix Patch SH5
IO_StrategicMap_4_3_for_Magui V 3.06 by DrJones
EQuaTool 01.01 by AvM - Kriegsmarine Light Style
VII.Racetrack
04-20-15, 04:57 AM
Hi all!
I'm using Wolf of Steel that include this mod that is awesome but yesterday I had a problem ...
I sneaked trough a real defensive wall of 5-6 destroyer and got to get in position into an enemy base to launch my torpedoes, while launching I had an enemy DD at 1-1,5 km on my 090 with is engine stopped.
I fired then hit the targets but nothing happen nor the DD started to search me.. After this I tried to go a Head Flank to see if he would ear me but nothing happened, when I was already under him I heard the sonar ping but here too nothing happened....
I tried do emerge at his side and fire with my gun... Nothing happened...
I was only targeted from the coast but not from the DD..
Maybe it simulate that it was a ship at anchor unmanned?
I clearly see the IRAI works very fine beacuse many times I got attached by several types of planes!
Any ideas?
vdr1981
04-20-15, 09:18 AM
Maybe it simulate that it was a ship at anchor unmanned?
You can treat it like that or as a bug... There is one very annoying problem with SH that even TDW couldn't address it. Anchored destroyers wont shoot at you no matter what. This is strange because larger warships ships will engage you... Personally ,I've abandoned all my harbor raid missions because when I see those static destroyers just flashing at me with spot light I instantly remember how much work SH5 still needs...:D
However, moving/active destroyers at open seas can be very dangerous...:yep:
VII.Racetrack
04-20-15, 11:18 AM
You can treat it like that or as a bug... There is one very annoying problem with SH that even TDW couldn't address it. Anchored destroyers wont shoot at you no matter what. This is strange because larger warships ships will engage you... Personally ,I've abandoned all my harbor raid missions because when I see those static destroyers just flashing at me with spot light I instantly remember how much work SH5 still needs...:D
However, moving/active destroyers at open seas can be very dangerous...:yep:
Ok! Thank you very much you have answered exactly to my question!
I'm on the first mission and I couldn't find any convoy/single merchant on coastal areas...
Thx ;)
vdr1981
06-14-15, 11:17 AM
I realize that TDW is not so active these days but this list of main observed discrepancies could be handy for future IRAI updates, IMO at least...
- If HK leader is damaged (battleship with single torpedo in this case) , the game will CTD after some time if player decide to stay submerged at "all stop" and escorts lose contact. In other situation and if game doesn't CTD, escorts will stay IDLE until game declares group leader dead. Only then escorts will start to search for submerged contact...
- Taskforce commanderwill act pretty much the same like destroyer, constantly buzzing over submerged contact in a attempt to make something which looks like DC attack run. This looks really weird if TF/HK commander is battleship or aircraft carrier...
- Even elite destroyers have serious issues with underwater target acquisition for DC attack. Sometimes it even looks like they're missing target deliberately...
- If destroyer spots your periscope it will shoot at it but it seems that it wont update it's course to make accurate DC attack or to ram submerged contact...
- Airplanes wont attack in situations when just slight time compression is used. They will just continue to buzz around...On the other side , ships will attack you...
- General impression after months of testing is that all of game's AI should be at least a bit more determent and capable in fulfilling their assigned tasks by the game (defensive and offensive). Maybe few quick changes in sim.cfg file could do the trick?
A recent post by Fernando De Cicco on the FB subsim group:
Some users tell the AI ships in SH4 run as crazy ducks when an attack starts, and see this as a bug. See the real thing and comment....
https://scontent-frt3-1.xx.fbcdn.net/hphotos-xpf1/t31.0-8/12244506_1204826276199201_5786284275092946049_o.jp g
Musashi and other Japanese units vainly try to evade air attack.
I wanted to share it here as I think it also applies to SH5/IRAI.
As much as we want AI-controlled units to behave cleverly and AI strategies to go smooth, warfare pactice was full with examples of things going the wrong way. I have read many reports of ships colliding with each others (in convoys, in ports, during enemy attacks, etc) or succumbing to enemy fire, planes crashing while attempting an attack run, escort and taskforce units being caught totally unprepared, etc.
Not saying that we should aim for that, quite the opposite, but maybe pictures like the one shared by Fernando will help us filling the many SH5 gaps the next time we will see something silly going on in game :03:
W_clear
11-21-15, 03:42 AM
HI,
:salute:[IRAI] NOW ship AI can shoot at submerged contacts. It's very good. But the deck gun shooting orientation error, it should shoot periscope.
I hope you can change it。thks
xXNightEagleXx
12-27-15, 08:14 AM
Does it work with TWOS?
Does it work with TWOS?
Already part of TWoS :salute:
xXNightEagleXx
12-27-15, 10:15 AM
Already part of TWoS :salute:
really? i don't even want to imagine the stock AI behavior XD
I'm already finding a bit too easy for me.
vdr1981
12-27-15, 10:40 AM
really? i don't even want to imagine the stock AI behavior XD
I'm already finding a bit too easy for me.
Well, IRAI is still a "WIP" after all...
xXNightEagleXx
12-27-15, 10:49 AM
Well, IRAI is still a "WIP" after all...
In order to avoid being misunderstood, i was implying that stock behavior should be really stupid and IRAI is definitely a step forward.
NE
Well, just a question, probably someone here can answer me quickly before i'm going mad searching everywhere...
The "Sticky destroyer" bug is a stock one or is it related to the IRAI mod ?
Same question for these ones mentioned by vdr1981 :
- If HK leader is damaged (battleship with single torpedo in this case) , the game will CTD after some time if player decide to stay submerged at "all stop" and escorts lose contact. In other situation and if game doesn't CTD, escorts will stay IDLE until game declares group leader dead. Only then escorts will start to search for submerged contact...
- Taskforce commanderwill act pretty much the same like destroyer, constantly buzzing over submerged contact in a attempt to make something which looks like DC attack run. This looks really weird if TF/HK commander is battleship or aircraft carrier...
Thanks in advance for any information ! :salute:
vdr1981
03-03-16, 04:40 PM
Well, just a question, probably someone here can answer me quickly before i'm going mad searching everywhere...
The "Sticky destroyer" bug is a stock one or is it related to the IRAI mod ?
Stock game bug...Luckily, you should save/reload the game and the bug will be solved...Until next time at least...:D
- If HK leader is damaged (battleship with single torpedo in this case) , the game will CTD after some time if player decide to stay submerged at "all stop" and escorts lose contact. In other situation and if game doesn't CTD, escorts will stay IDLE until game declares group leader dead. Only then escorts will start to search for submerged contact...
IRAI bug...I've reworked SH5/OHII campaign files in order to reduce this scenario to an absolute possible minimum. I haven't experienced it since then...
Without these modificitations this CTD is very frequent , especially if you're attacking small troop transport convoys or task forces with capital ships...
- Taskforce commanderwill act pretty much the same like destroyer, constantly buzzing over submerged contact in a attempt to make something which looks like DC attack run. This looks really weird if TF/HK commander is battleship or aircraft carrier...
This is one of the most annoying thins in SH5... These lines are from one of the TWOS update changelogs...
- Forced more realistic behavior of large warships by introducing new special type of "defensive" warship in TF groups that contain capital ships. This means that aircraft carriers and large warships will not constantly buzz over your head and ram anything in their path exposing them self to an unnecessary danger, while you're under DC attack. In this case, TF will rather split in two groups where one group will try to pin you down while the other will stay with capital ships and leave the area, exactly as they should...
Thank you for the quick answer vdr1981 ! :up:
I'm starting to look into those things... i'm interested in knowing where they come from the beginning...
Thanks again !
Is AI in SH5 different from AI in SH4? If it is different in what direction?
vdr1981
03-04-16, 02:08 AM
Is AI in SH5 different from AI in SH4? If it is different in what direction?
Well...It's random? :hmm2:
Sometimes it's realistically incompetent and sometimes unrealistically competent. :O:
One thing is certain , with IRAI on board, AI will never stop to puzzle you and just when you start to think that you rule the seas, they will turn around and punch you in the face...:haha:
Sometimes it's realistically incompetent and sometimes unrealistically competent. :O:
You forgot mentioning the times it is either unrealistically incompetent or realistically competent :D
vdr1981
03-04-16, 02:37 AM
You forgot mentioning the times it is either unrealistically incompetent or realistically competent :D
Competently incompetent ?:O:
or Competent for incompetency ?
Incompetent for Competency ...:D
This is good news. Because I remember a video on YouTube where a guy sank the destroyer with 88 canon in stock SH5 :down:
This is good news. Because I remember a video on YouTube where a guy sank the destroyer with 88 canon in stock SH5 :down:
Definitely, this is something you wont see happening with IRAI... unless the destroyer is docked or stuck in too shallow waters :yep:
This is one of the most annoying thins in SH5... These lines are from one of the TWOS update changelogs...
- Forced more realistic behavior of large warships by introducing new special type of "defensive" warship in TF groups that contain capital ships. This means that aircraft carriers and large warships will not constantly buzz over your head and ram anything in their path exposing them self to an unnecessary danger, while you're under DC attack. In this case, TF will rather split in two groups where one group will try to pin you down while the other will stay with capital ships and leave the area, exactly as they should...
One more question, vdr1981 :
How did you make large warships behave like intended ? changed something in the IA settings/files or something else ?
Thanks in advance, i'm very interested for this issue... :yep:
vdr1981
03-07-16, 03:19 AM
One more question, vdr1981 :
How did you make large warships behave like intended ? changed something in the IA settings/files or something else ?
Thanks in advance, i'm very interested for this issue... :yep:
I've noticed that TF goups with capital ships will behave more realistic if the is one ship with regular merchant AI in the group . Check this thread...http://www.subsim.com/radioroom/showthread.php?t=222049
It's realy hard :wah: First plane destroyed all attachments. And then i haven't chance agains that destroyer on 30m depth. And it's in 1939. And what then wait in 44? :doh:
I've noticed that TF goups with capital ships will behave more realistic if the is one ship with regular merchant AI in the group . Check this thread...http://www.subsim.com/radioroom/showthread.php?t=222049
Thanks vdr1981 !
Helpful as Always ! :yeah:
vdr1981
03-07-16, 01:33 PM
It's realy hard :wah: First plane destroyed all attachments. And then i haven't chance agains that destroyer on 30m depth. And it's in 1939. And what then wait in 44? :doh:
You were "randomly" unlucky...:haha: Maybe you should step back a little? Hide underwater during the daylight, attack during the night ect...:yep:
Lanzfeld
09-29-16, 02:15 PM
:06:
OK I have been testing the artificial intelligence in the wolves of steel mod with all the cheats on so I can see how the AI are detecting me. What I discovered I would like to bring to light because I'm not sure it's accurate or realistic at all.
I am in a campaign mission outside of a convoy that is escorted by two destroyers. It is mid-1940s so there is no radar. My AI cheats (drawn circles on the map ) show that I am entering the zone where the AI can hear me with its sonar/hydrophones when [B]Im on the surface[B] in 15 m/s wind at one third power from 4300 meters away at night! Granted there is no fog at all but there is overcast and we are talking at night with 15 m/s wind.
Now maybe on a calm, still night with maybe some fog A destroyer MIGHT be able to hear me from a dead stop if it wasn't making any engine noise itself and I was very close and high-power but certainly not from a destroyer with its own engine noises and certainly not from 4300 meters away!
I didn't think that the destroyers passive sonar was capable of detecting submarines on the surface just like as if they were underwater.
So I tested some more and waited until heavy fog. The destroyer had no problem following me around in the zero visibility and I have to guess it was only my engine noises on the surface. This is rather absurd. He couldn't see me because outside his vision circle and I was on the surface and I couldn't see him.
Can this be adjusted? I just don't find it feasible that a submarine engine on the surface could be heard from 4300 m away at one third power in 15 m/s wind.
Thoughts?
Lanzfeld
09-30-16, 08:49 AM
OK after more testing I discovered that if you do five knots or more on the surface they can hear you from 4300 m away. If you go less than five knots the detection circle gets smaller and smaller.
Once more I just like to add that this seems way off from reality and should probably be looked at. Remember this is on the surface testing but it almost tests as is if the submarine is under the water and these are the detection ranges for certain speeds.
Lanzfeld
10-05-16, 03:39 AM
This ability of escorts to hear you on the surface from 4.5 km away is driving me nuts!
But apparently nobody else :k_confused:
redline202
10-05-16, 03:44 AM
I think it's not just the detection circle with hydrophone...i think it's the radar that picks you up 4.5 km away.
Tell you what..if you want to be sure..try these settings under sim.cfg for radar.
This will eliminate radar capabilities, if they don't pick you up with these settings then it's the radar under normal conditions.
[Radar]
Detection time=8000 ;[s]
Sensitivity=0.0 ;(0..1) was 0.01, increased by 75%
Waves factor=0.65 ;[>=0]
Enemy surface factor=80.0 ;[m2]
Thermal Layer Signal Attenuation=1.0
Min Signal Strength=0.125
Lanzfeld
10-05-16, 08:33 AM
No radar was used. This is the escorts hearing me on the surface at slow ahead in 15 m/s wind at 4.3 km
Mid 1940.....no radar......using detection circles.
What needs to be toned down is the hearing distance of a moving destroyer.
redline202
10-05-16, 10:04 AM
Look..escorts can't hear you on surface well...it's the radar...1940..i know what you mean, it's still radar...
Use my settings above for test to be sure....
Hydrophone is fine in IRAI, it's the radar that picks you up on surface...no matter what year...
Lanzfeld
10-05-16, 10:44 AM
I'll try it out and report back.
Lanzfeld
10-06-16, 02:38 PM
Update.
I made the changes and it didn't work. They still detect me at 4300 meters. They don't have radar. They are hearing me on the surface at 7 knots. I have the detection circles on and no radar circle is displayed.
I can't find the setting to adjust the surface hearing range because the way it is now is a bit unrealistic and ridiculous. Very frustrating because it makes night surface attacks with any sort of escort undoable even if you have the benefit of medium visibility.
Okay it is related to the "nose factor" under hydrophone settings in the sim.cfg file. I raised It from 0.325 to 5.0 and it seems much more realistic while on the surface except now the underwater detection ranges are way too low. I wish there was a way to differentiate between surface and underwater sound detection ranges.
I wish the dark wraith was around. He probably knows much more about the settings
redline202
10-07-16, 01:21 AM
Ok so its no the radar, i had similar problems but with radar, it took me a while to fix that...
Have you tried going 1 knot on surface with decks awashed and noise factor=0.325?
Lanzfeld
10-07-16, 11:25 AM
Yes I have. Whenever you get blow five knots then the detection circle shrinks quite a bit. It's just ridiculous to think that a destroyer could hear a submarine on the surface from 4.3 km away running Ahead slow at 7 knots.
Only when I tweaked the value under hydrophones can I adjust this . Working with the perimeter called "noise factor" I raise it and it seems to make the detection circle smaller but I have to experiment to see how it affects the underwater sonar ranges
redline202
10-07-16, 03:48 PM
Yeah...makes you wonder how the hell did Otto Kretschmer sneak into convoys. :O: Sometimes i think nazis did cooperate with England in secret. When my crew see a ship at night sometimes i like to slow down to 1 knot and go to 7.5 m. with decks awashed or completly stop. With this an escort can pass me from 2500 m. it's even too easy to blow him away like this and sometimes it's too hard to do it. Just experiment with noise factor until you get it right. :salute:
Lanzfeld
10-07-16, 10:46 PM
Well in this case it's not hard to figure out. The game is taking a huge Liberty Iin saying that you can hear a submarine from 4 and.a half kilometers away when it's all ahead slow from a moving destroyer in 30 not winds. It's just silly
Quite frankly I'm shocked no one has complained about it before
vdr1981
10-16-16, 06:29 AM
I have enabled "silent state on surface" ability in TWoS 1.06 in order to compensate a bit for increased hearing abilities of escorts when sub is surfaced.
But, in my opinion, somewhat increased IRAI escorts abilities are not the actual problem here. The problem is that almost every single virtual U-Boat Captain who have watched at least one WW2 documentary wants to be Otto Kretschmer, even if we all know what was preferred (and recommended) tactic for vast majority of U-boat commanders...:yep:
Lanzfeld
10-16-16, 07:09 AM
Silent state on surface? I have not heard of this. Can you provide any more information? I'm wondering how you did this without nerfing the underwater hydrophone ability of the escorts.
It's not that I want to be Otto, it's just I find it ridiculous that the game thinks you could audibly hear a u-boat on the surface from that far away from a moving escort in high winds.
From my testing you cannot trail a convoy in medium or heavy fog even from the extreme limit of visibility without being heard on the surface.
thadgar
07-27-17, 12:02 PM
Thank you again, Darkwraith, for an excellent Mod! After the First Campaign I was “Joe-Ace-Kapitän!” It was getting too easy – then I installed this Mod for the Second Campaign and, well, I quickly learned what “Destroyer” means :)
It is a challenge again. In fact, I have to be careful just raising the periscope now. Much fun!
One comment, I had "Wamphyri's Plane Mod" installed first, and then I loaded this Mod. I got crashes frequently. I then installed this Mod first, and only merged & copied the following folders from Wamphyri's Mod:
C:\Program Files\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 5\data\Objects\Guns
C:\Program Files\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 5\data\Scripts\Menu
It's running stable and balanced now. I get attacked by all planes, but my AA crew shoots straight. Win-Win
Cheers!
Charlie901
07-30-17, 01:20 PM
Is this Mod already included in the TWoS Mega Mod and if not how does it compare to the A.I. fixes already in the aforementioned Mod?
Thanks!
Is this Mod already included in the TWoS Mega Mod and if not how does it compare to the A.I. fixes already in the aforementioned Mod?
Thanks!
Yep, TWoS includes a slightly modified version of IRAI :up:
Kendras
08-02-17, 03:02 PM
Thank you again, Darkwraith, for an excellent Mod! After the First Campaign I was “Joe-Ace-Kapitän!” It was getting too easy – then I installed this Mod for the Second Campaign and, well, I quickly learned what “Destroyer” means :)
:har:
Absolutely brilliant! :up: Good work.
IRAI v0.0.45
Download:
https://www.mediafire.com/file/tmat59pw2pxnaws/IRAI_0_0_45.zip/file
michaeljcaboose9
04-20-24, 08:25 PM
Hello, first post on here but I had a question for something I haven't been able to find searching the forums and Google. Do AI subs ever attack when I send contact reports? I've had subs come and say and look like they are attacking but have yet to see them do anything.
Aktungbby
04-20-24, 08:32 PM
michaeljcaboose9!:Kaleun_Salute:
Kintanar
04-20-24, 09:37 PM
Hello, first post on here but I had a question for something I haven't been able to find searching the forums and Google. Do AI subs ever attack when I send contact reports? I've had subs come and say and look like they are attacking but have yet to see them do anything.
I have the same doubt, it happens to me frequently in the campaign in the Mediterranean, when I send a contact report regarding a convoy, then the BdU responds to me:
"BdU 1/21/1942 7:43 AM
From:Bdu
To:U-69
"Remain undetected and continue following contact/convoyAvailable submarines are heading to your patrol area"
A couple of hours after this message, messages like this one begin to be received from one or more allied submarines:
"1/21/1942 9:29 AM
From:U-357
To:U-69
"Requesting bearing signal from contact keeper"
Another variant of the previous message is when other submarines arrive indicating that they will attack from the port or starboard vector.
However, here I no longer know if it is pure rhetoric of the message, or I really have to send them the bearing again, which I do by sending a new contact report, but without much effect, since these allied submarines disappear after this message, I suppose ( I want to believe) that they submerge, but I have never witnessed an actual attack by AI submarines.
What I have actually witnessed is aviation attacks against the convoy, a few hours after the contact report. (In the Mediterranean, not in the Atlantic), I suppose that for this there must be an air base within the range.
michaeljcaboose9
04-20-24, 10:17 PM
I have the same doubt, it happens to me frequently in the campaign in the Mediterranean, when I send a contact report regarding a convoy, then the BdU responds to me:
"BdU 1/21/1942 7:43 AM
From:Bdu
To:U-69
"Remain undetected and continue following contact/convoyAvailable submarines are heading to your patrol area"
A couple of hours after this message, messages like this one begin to be received from one or more allied submarines:
"1/21/1942 9:29 AM
From:U-357
To:U-69
"Requesting bearing signal from contact keeper"
Another variant of the previous message is when other submarines arrive indicating that they will attack from the port or starboard vector.
However, here I no longer know if it is pure rhetoric of the message, or I really have to send them the bearing again, which I do by sending a new contact report, but without much effect, since these allied submarines disappear after this message, I suppose ( I want to believe) that they submerge, but I have never witnessed an actual attack by AI submarines.
What I have actually witnessed is aviation attacks against the convoy, a few hours after the contact report. (In the Mediterranean, not in the Atlantic), I suppose that for this there must be an air base within the range.
Exactly what I have seen too, I think the sub has to disappear because I've listened for it on hydrophones but never heard anything.
I will keep trying I suppose, id love to see a wolfpack in action. On that note I also get messages of wolfpacks attacking convoys in other grud squares, are these just immersion messages or is something actually happening in game?
Kintanar
04-21-24, 11:34 PM
Exactly what I have seen too, I think the sub has to disappear because I've listened for it on hydrophones but never heard anything.
I will keep trying I suppose, id love to see a wolfpack in action. On that note I also get messages of wolfpacks attacking convoys in other grud squares, are these just immersion messages or is something actually happening in game?
My findings so far:
Yesterday, after my comment, I started to investigate a little, and I found that the phrase: "Requesting bearing signal from contact keeper", is mentioned in the translation of the "War Patrol" logs, of U-552 in command of Erick Topp, so those messages are for immersion purposes, a great historical detail, it must be recognized!
Now, in my last game session, I dedicated myself to following one of those AI submarines, and the result is that when it disappeared, I have confirmed that they do dive! For a while they are submerged at flank speed, so they are perfectly audible on the hydrophone, but at a certain time they also disappear from the hydrophone, but with an external camera I verified that they were slowing down, and they attacked the convoy escorts! As I was relatively close, about 4km away, even showed me the event camera at the time the AI sub launched its torpedo against the escort destroyer, which missed, and launched a second torpedo, also showing the event camera, but missing again.
Therefore, although it was somewhat tedious to follow the AI submarine, I have been able to verify that they do carry out attacks, not in the most efficient way, but they do attack.
michaeljcaboose9
04-27-24, 12:50 AM
My findings so far:
Yesterday, after my comment, I started to investigate a little, and I found that the phrase: "Requesting bearing signal from contact keeper", is mentioned in the translation of the "War Patrol" logs, of U-552 in command of Erick Topp, so those messages are for immersion purposes, a great historical detail, it must be recognized!
Now, in my last game session, I dedicated myself to following one of those AI submarines, and the result is that when it disappeared, I have confirmed that they do dive! For a while they are submerged at flank speed, so they are perfectly audible on the hydrophone, but at a certain time they also disappear from the hydrophone, but with an external camera I verified that they were slowing down, and they attacked the convoy escorts! As I was relatively close, about 4km away, even showed me the event camera at the time the AI sub launched its torpedo against the escort destroyer, which missed, and launched a second torpedo, also showing the event camera, but missing again.
Therefore, although it was somewhat tedious to follow the AI submarine, I have been able to verify that they do carry out attacks, not in the most efficient way, but they do attack.
So just had an amazing experience. Sent a convoy report and shadowed it for a bit. All of a sudden THREE u boats show up and go in from the opposite side, they actually did attack and took out one ship and damaged the other. All the escorts went after them and I went in. Took out another ship and slipped away. Unfortunately I think a couple of my allies got sunk.
But yes after this they definitely can and do attack and do damage.
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