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How do I modify groups as seen in the game?
I would like to modify the insane and unrealistic number of escorts that surround all convoys even at early stages of the war. I am encountering escorts that number in the double digits, and surround the convoys I am to sink. There is no way of getting at the convoy as a single unit. Maybe with another sub in the area this could be done, but the way it is it is impossible.
I fired a fan of four eels at one of these convoys, turned 180 right after firing. I have the visual circles as well as sound circles enabled. My sub NEVER entered these arcs of the escorts (which by the way the sound one goes a full 360 around, which means they can hear behind which simply was not true, the propellers and engines drowned out any detection ability of the system in that area.) Yet somehow the escorts were able to zero in, and track my boat. I am over 8 KM away, at night, and yet they can track me.
I just want to reduce the number of escorts around 1940 to 1942 convoys, cause right now the sim is simply not realistic in the least.
Trevally.
04-06-12, 12:37 PM
This can be done in ME2 under "edit groups"
You will have to do this will all convoys listed and in all campaigns within the date.
This is a big job.
You can then use the grouptype.cfg and grouptypedef.cfg in othe campaigns if they are common.
:up:
Sartoris
04-06-12, 12:41 PM
If you decide to do this, please release it as a mod. :yeah:
Trevally.
04-06-12, 12:45 PM
What campaign are you using?
DoveEgg
04-07-12, 03:13 PM
I feel your pain. I've complained about this before and no one seemed sympathetic. Something is wrong with the enemy AI. As soon as your torpedos hit the target, the escorts zero in on your exact position. How the eff would they know your position. It's one thing to identify that your were on the port or starboard side of the target, but to know the angle and how far away your are is a major flaw in the AI.
I think TDW has mentioned that one escort always knows your exact position due to the original programming of the game. This is a huge flaw of the game and makes it no fun to play.
Your best bet is to only play during the years before Radar and attack from the surface. At least that way you can "get off the X" as soon as the torpedos are let loose. Being submerged is a death wish. You can't cruise with any sort of speed, less you are heard by the escorts hydrophones, and creeping along slowly is pointless because they know your exact position and their active sonar and depth charges are crazy accurate.
Sorry for the rant, I just want this game to be better. The premise of a u-boat simulator is so promising, but this game falls so short in some specific areas. :cry:
TheDarkWraith
04-07-12, 03:20 PM
I feel your pain. I've complained about this before and no one seemed sympathetic. Something is wrong with the enemy AI. As soon as your torpedos hit the target, the escorts zero in on your exact position. How the eff would they know your position. It's one thing to identify that your were on the port or starboard side of the target, but to know the angle and how far away your are is a major flaw in the AI.
I think TDW has mentioned that one escort always knows your exact position due to the original programming of the game. This is a huge flaw of the game and makes it no fun to play.
Your best bet is to only play during the years before Radar and attack from the surface. At least that way you can "get off the X" as soon as the torpedos are let loose. Being submerged is a death wish. You can't cruise with any sort of speed, less you are heard by the escorts hydrophones, and creeping along slowly is pointless because they know your exact position and their active sonar and depth charges are crazy accurate.
Sorry for the rant, I just want this game to be better. The premise of a u-boat simulator is so promising, but this game falls so short in some specific areas. :cry:
They know your exact position because I tell them it or better to say I let them have it. I tried to fudge it in IRAI and it works for the most part. There's just not many functions available to make the AI do what I really want it to do. I do my best with what the devs gave us.
When I finish v1.0.0 of IRAI this zeroing in on position bug will be a thing of the past. The GR2 Editor/Viewer is top priority right now so IRAI is on the back burner until the app is in a state that allows users to do the things I deem necessary for SH5.
Sartoris
04-07-12, 04:29 PM
As stoianm demonstrated in one of his video tutorials, it's possible to get away from the "X" (the location from which you fired the torpedo) in time, but you have to attack from a great distance (I think he attacked 5000 meters away from a carrier surrounded by destroyers) and try to avoid doing a fast 90 attack.
I'm not sure which version of IRAI he was using at that time, but I suppose his approach could work even today. Check it out, I think it's the tutorial on manual targeting + real navigation.
Personally, I think that the way IRAI works when you add the IRAI upgrade and the depth charge disturbances mod to it is satisfying for now, though unrealistic from the technical side of the story (the fact that the destroyers know your exact location). Combined with the disturbances mod, stoianm's tactics have worked for me on several occasions.
Still, I'm looking forward to seeing TDW working on IRAI again.:up:
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