View Full Version : Escort wishes
NeonsStyle
05-20-13, 11:52 PM
Hey All,
I was going to slip into Tyne Harbour yesterday, and was
pounced on by 8 DD and a patrol boat (wow they are fast).
The boat wasn't harmed, but something funny occurrect that
made me wish for better AI in escorts.
All 9 escorts, proceeded to my last seen location, and stopped
surrounding it. All 9 spotlighted the same location, and all 9
began oddly, firing cannon and machine gun fire into that
spot, even though I was 100m below surface. lol Why no depth charges lol
What I'd love to see, is one go to that spot n circle, while the others
fan out n circle around that spot trying to pick me up. That's what a human
would do. Just wish they were harder.
I am using Open Horizons II, and also Haramirs self aware escorts, but
so far, I'm disappointed with enemy AI.
I even had an escort 200m from me while I sank all the ships in port
and it didn't respond. It just pinged me and didn't move. lol
I doubt modders could make escorts better, n more human like, but jeez
it'd be nice.
TheDarkWraith
05-21-13, 12:23 AM
you need my IRAI mod :yep: See what happens after you enable it :D It's not compatible with any other AI mods (like the one you mentioned)
I doubt modders could make escorts better, n more human like, but jeez
it'd be nice.
You have to play with TDW IRAI, as he said :yep:
A brand new AI, and quite hard!
Bathrone
05-21-13, 04:28 AM
While I think IRAI is an improvement (and a great one at that) it doesnt transform the game into smart AI
Examples
I can sit and spam the depth to bottom and not have it effect those searching for me
I can move into a harbour and attack with deck guns taking all the merchants and coastal boats out without aircraft or destroyers coming in
There is not intelligent and well coordinated AI even with mods, sorry but thats my view
Trevally.
05-21-13, 12:12 PM
I can sit and spam the depth to bottom and not have it effect those searching for me
:hmmm:
I have tested this many times when TDW was adding the est range to contact using a ping.
I was attacked every time by the Frigate in the mission I was using for the test:yep:
Trevally.
05-21-13, 12:17 PM
I can move into a harbour and attack with deck guns taking all the merchants and coastal boats out without aircraft or destroyers coming in
Are you sure this is not the collision control stopping the attack (also the shallow water bug)
For air - ports are on the whole protected from air attacks by threat zones. Use single mission to get rid of these zones for your testing
:know:
Not AI, but I working on escort weapons at the moment. I'm trying to make them a bit more lethal. According to what I've read some ships of Tribal, A and B class all had a few KGuns added during the war. Ive managed to get 2 extra working KGuns on each of those and landed the "A" turret on A and B class and added hedgehog which becomes available end of 42 to mid 43. Added 2 extra DC throwers to Flowers nestled nicely in gaps along the superstructure too.
I find DC loadout to be too high in general 40 dcs per Kgun is a bit much. If I'm depth charged during gameplay, they never run out. A flower with 2 racks carried~70 in real life. KGuns carry 5 or 6 reloads each, but this is perhaps too low for gameplay whereas 40 (stock game for KGun) is too high. Plus there is inconsistancy between the Mk9 and standard versions in terms of ammo loadout.
I'm currently looking at 35 per rack, and 12 to 18 or even 24 per KGun / YGun. Some escorts carried well over 100 during the war.
Fixing Hog Island too... all its turrets are inverted under the deck.. just need rotating and will try to add a main gun on the stern if possible.
Jace,
you are invited to take part into this (http://www.subsim.com/radioroom/showthread.php?p=1935329#post1935329) open project. I think that your changes to ship and aircraft armaments would nicely fit into it :yep:
But I warn you: I am an history and realism maniac :D :salute:
volodya61
05-21-13, 05:47 PM
But I warn you: I am an history and realism maniac :D :salute:
I think it was a big understatement :O:
I think it was a big understatement :O:
:rotfl2:
dunno why, but I felt that someone was going to say it. Yet, what hurts is that this someone had to be you, my trusted "dream team" mate :O:
volodya61
05-21-13, 06:38 PM
:rotfl2:
dunno why, but I felt that someone was going to say it. Yet, what hurts is that this someone had to be you, my trusted "dream team" mate :O:
Sorry, could not resist :har:
So no 18 inch turrets on a trawler then... :(
So no 18 inch turrets on a trawler then... :(
:har: :haha: :lol: :) :stare: :hmm2: :huh: :-? :nope:
How do you dare... don't even joke about it! http://www.freesmileys.org/smileys/smiley-angry020.gif
:D :up:
I wanted to make some corvette skins for a long time. Flower class has so many great camo schemes and there are some great websites cataloging them like bob pearson's.
The mapping on the AO is tricky though.
http://imageshack.us/a/img809/763/sh52013052204575125.jpg
http://imageshack.us/a/img585/5932/sh52013052204561953.jpg
http://imageshack.us/a/img812/8071/sh52013052204554486.jpg
I wanted to make some corvette skins for a long time. Flower class has so many great camo schemes and there are some great websites cataloging them like bob pearson's.
Cool skins, Jace :yep:
lately I have been working on the historical camouflage scheme of the Appalachian class command ships. It is not finished yet, but what I got so far ain't that bad:
http://img571.imageshack.us/img571/1305/appalachian.jpg
http://img63.imageshack.us/img63/7880/agcrockymountaincl2.jpg
http://www.jpsmodell.de/dc/draw/agc01_m32_08f.jpg
The mapping on the AO is tricky though.
Yes, figuring out their mapping is not easy. Nonetheless there is a way to paint camo schemes directly on the diffuse map which not everyone is aware of: :yep: :03:
http://www.subsim.com/radioroom//showpost.php?p=1338832&postcount=75
@ Jace11
Just found this:
http://www.cbrnp.com/profiles/naval/Flower_Class-Corvettes.htm
In case you want to further enrich your camouflage patterns collection :03:
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