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Out of curiosity, is a mod like this global to all AI ships, or is it class by class (and year), with variation for crew quality?
tater |
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I would say, go make your OWN mod regarding sensors then come back and tell us how "realistic you made it" ok? I await your mod :rotfl: |
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what a wonderfully interesting first post, your having just registered today and all... :up: (btw, posting OT and personal is generally frowned upon here, and i feel badly enough for having so woefully hijacked drifter's threads with all this silliness...) [and oops, i was supposed to be "going away"... ok, off with me now! ;)] :lurk: |
castorp, I worked with sensor mods - from making and tweaking them myself, to beta-testing them - for the past two years. I can tell you that it's no precise business and needs a lot of work, testing and reporting. nvdrifter is coming at it with the results of previous testing on SHIII in mind, which lends invaluable experience, but obviosly some things will still need work. Perhaps they always do.
I've tested mods for SHIII that made great strides in improving sensors, and some that actually broke a number of them in the process or had unrealistic results. Instead of trying to sting them, I tested and honestly reported my results, encouraging the modder to do this or that and even suggesting possible figures to use in the data files. What I think offends nvdrifter and others here is the nature of your comments. You're trying to discredit nvdrifter and whatever procedures he might've used in coming up with the mod instead of looking at the mod itself, which it seems you don't even have a proper interest in. If you don't - why don't you just not use it? If you do - please play with it and report what you like and don't like in it. Plain and simple. Were I mod in this forum, I would have ejected your comments from these discussions already. |
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I've read the other thread and all I saw was nvdrifter making the claim of more realism and castorp345 asking on what basis. Seems like a legit question to me, as this is a simulation. Instead of engaging in discussion which could have become interesting for everybody and maybe bear some fruit even, the modder immediately felt offended. In my view, it isn't castorp who has an attitude. Anyway, have fun.
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Kudos to nvdrifter for taking the first steps!! |
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Actually, the real problem I saw in SHIV is not the precision but the sensitivity of the sensors. It's not how accurately they detect you, it's how often they do. From my research, I find that while the Japanese attacks on subs were grossly ineffective for the most part, subs WERE frequently detected and attacked. That's my issue here, really. From my experience with NYGM mod's sensors in SHIII (IMHO, still the finest implementation of detection issues ever) for example - I very rarely was damaged by an attack; 90% of the attacks didn't even chip the paint off my sub's hull. But I would be detected and chased after almost every attack against escorted targets, and I would have to spend a couple of hours (game time) or more manuevering away from them. While I don't think NYGM's sensors as they were would be appropriate to the pacific, I think it's hardly arguable that the player's sub should not be detected more often and forced to act more cautiously. As it is, the game encourages reckless behaviour. |
Well done NV will be using this tonight hopefully with my new found skills of manual targeting..Whoot....I just might survive a few rounds with the Japanese....:know:
Just a thought occurred whilst writing this....You know we have a really good basis for reference in an already great game, which unfortunately I do not have anymore.....It came with a great Manual full of really good info..about tactics/radar/sonar....The Japanese catching up and there approach to ASW in Yup you guessed it.....SILENT HUNTER 1 Did that not have dates and stuff in its pages on when and what happened as regards technology? Again to Drifter Kudos on the first steps in making SH4 just as good as SH3, but we need a new approach to a differently waged sub campaign that was the Pacific.:rock: Deep Six.......Keep the good work coming |
I'm sorry but I agree with Beery on this one, and BTW I am an expert!!!:know: Harder is not realistic, nor is easily detected realistic! The problem with GWX for example, was not the damage I sustained, very rare anyway since I've perfected silent running / knuckle turns since Gato, but how easily detectable you become when you attempt to get into a convoy or take out a single ship. Just play GWX during 39 - 40 and tell me how realistic that is! The Pacific war was no cakewalk but except for poor torpedo performance during the early war, the Jap defences were fairly easy, at least till 44. Just from what I read mind you!!! I dont like destroyers trolling above me everytime, not detecting me, that's called a bug!!! I do like a semblance of the Pacicfic war. BTW, correct someone via a PM!
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Oh and BTW Nvdrifter, guys like you kick-ass for all you do for the community. :rock:
Of course, we bitch, we're simmers for Gods sake! I like being surrounded by smart-a$$ know-it-all's... That's way SUBSIM is the best on the net. You cant pull the wool over our eyes! |
I'd like to remind everyone though that this is a discussion of a mod, not escort difficulty in general.
It would be nice if you guys posted results of the mod and discussed them in terms of realism instead of going off on rants about what should or shouldn't happen :hmm: I, for one, will get right to it soon! |
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Just testet on campaign before 1942. Will try some more! I haven't tried enough! Look forward to play with this mod! Your work is appreciated! More challenging sensors - thats perfect for me :up: |
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Nvdrifter, I played the first version of your mod and I did not notice any change with escorts detecting me. I will install your mod tonight and let you know. I also tried your aircraft mod and I did not notice any change between that and version 1.1. It seems that aircraft can detect you almost too easy in this game. I remember reading about Sub captains during the early war who remained submerged throughout daylight getting relieved because they had aircraft paranoia, but during a SH4 patrol, you have to remain submerged because the Jap aircraft act like allied aircraft during the Atlantic battles of 43 - 44! I guess I'm going to have to break out the Bible (Blair's book) and research just how effective their aircraft were. Did japanese aircraft have rader like their oppenents did? |
Hello again!
Just want to ask - again :oops: I have tried this mod som more - but I still can't figure it out. I would really appreciate some feedback because I would love to get this mod working. I still don't get destroyers after me even when running at flank speed just ahead of them at depth 18 metres. Did I install it wrong or why isn't it working for me? I downloaded the three files and overwrited the old ones in the correct directories. I attached a picture to show what i mean. In the original game - if I'm dealing with a destroyer for instance i get more than just one big round circle around the diamond. This shows which angles the destroyer "hears" better. Just wondering if the mod changes the destroyer so it loses the ability to hear underwater since it doesn't have these extra indicators to show the angles where it does or does not hear. Or maybe i'm installing wrong. Look here: http://www.kakeprat.no/images/stories/bilder/pic.jpg As you see on this pic the Fubuki destroyer only has one large circle around - and it seems to me that is why it acts like it is deaf? By the way - all the other destroyers on this picture are crusing at slow speed, and doesn't seem to hear anything ahead of them. Does anyone else have issues like this? or can someone give me some advice! Thanks for everything, and sorry for all the questions! |
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