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I still have not seen a Torpedo Bomber sneaking in just above the waves. Have you put that in yet?:06:
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I should reword what I said. I have seen the Torpedo Bomber out patroling. Once there was four in a very tight trailing stack formation. I just haven't seen any sneaking in on a torpedo run as yet.
Now, with what you said about Sub AI, I am getting a paranoid complex about running on the surface. Specially running on the surface at high speed any time, day or night.:timeout::haha: "Is it really worth the risk to run surfaced at high speed, traveling that 200+Km distance to intercept that contact report or not?":hmmm: |
the sub AI isn't done yet. It should be available in v0.0.12.
Now more changes coming in v0.0.11: the ships now have a delay before they spot a torpedo and they can take action. Here's the formula that determines it: basetime = Ship:Random(0.5, 2.0); randtime = basetime - (basetime * ((Ship:GetCrewRating() + 1) / 10.0)); so we have a base time of anywhere from half a minute to 2 minutes. Crew ratings are defined as: CREW_POOR = 0; CREW_NOVICE = 1; CREW_COMPETENT = 2; CREW_VETERAN = 3; CREW_ELITE = 4; so an elite crews worst case scenario for responding to a torpedo sighted is: 2.0 - (2.0 * (4 + 1) / 10.0)) or 2.0 - 1.0 = 1 minute. It's best case scenario is: 0.5 - (0.5 * (4 + 1) / 10.0)) or 0.5 - 0.25 = 0.25 minutes or 15 seconds should be releasing v0.0.11 here very soon. |
v0.0.11 released. See post #1 for details :|\\
I'm curious to know if there are ships still searching or patrolling backwards :yep: |
1. I remember one situation from SH4 when convoy (or single ship) spotted/detected my uboat and after that is zig-zaging at mathematical precision (this same zigzag angle, this same distance and time between zigzags).
Is possible to add random time between single zigzags and different zigzaging angle to harder difficulty of escaping ship/convoy? 2. What about detection mechanism by active sonar in depth? In one of SH3 mod (Uboat Total War) was implemented this solution as on screeenshot. What about SH5? Active sonar works correctly on both sides of SH5's escort but what about working in depth? Unfortunatelly I dont know how he implemented that... http://img263.imageshack.us/img263/7...nasonarjg7.jpg |
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I restarted the campaign with 100% realism and this time with this mod installed, it's a complete different game. As I said earlier, give this man an emblem or 'moder of the year' title, he truly deserve it. |
I agree, great modder makes this game so much better and playable, well done keep up the great work and thanks.
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2. From the files it appears that the sonar cone is modeled in the game: http://www.subsim.com/radioroom/pict...pictureid=2565 though I'm not sure of the accuracy of the parameters. We need to verify the parameters of all the AI sensors :yep: |
with this mod can i unable wrampy,s plane mod? Also do i need to restart the campaign to have the planes attack me like was the case with wrampy,s plane mod?
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You shouldn't need to restart the campaign as the core AI files are changed that the game relies on. |
Is there any chance someone could make a mod so, like in SH3, your sound guy announces when new depth charges hit the water - this would make playing on max realism more interesting, especially if you play without external view
And is there any way to stop the idiot shouting task force in sight when you are in the middle of a convoy |
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Hey TDW, I just took a look at wikipedia(don't worry I checked the reference, and it is legit) and I found that the standard dc barrels(mark VII) could split the pressure hull at 6.1 meters, and were still capable of doing damage at 12.2 meters. Now, I know that you increased the depth precision, but changing the min and max radius of the dc barrels in the .sim for them could essentially be used instead. I have not tested this, and it seems to me that these values would equal instant death upon being dc'ed. I just figured I would bring it to your attention.
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