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-   -   [REL] Harder Enemy Escorts- Better Sensors (https://www.subsim.com/radioroom/showthread.php?t=108688)

tater 03-24-07 12:59 PM

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

xittix 03-24-07 03:16 PM

Quote:

Originally Posted by castorp345
Quote:

Originally Posted by nvdrifter
I deleted my previous post and I have nothing else to talk about with you. You don't ever give up, do you? I don't want or need your opinions. Please go away.

ya'know, i really don't get it...

i've been nothing but courteous to you, albeit having offered some critical observations of your mod (which you'll note i've refained from in this thread), and yet you've been nothing but rude, pissy, and defensive... what gives? in most spheres of interaction that sort of behavior/response is considered quite unacceptable. the scant critical observations i've offered up have been nothing other than directed towards examining the means and method of making the sim better (to what i feel sure would be everybody's satisfaction), and have decidedly been impersonal in nature; and yet you've consistently reacted as though i (and indeed others) were attacking your person. this, if i may make bold to suggest to you, is a terribly immature way of going about things.

i certainly hold no ill will towards you and will, as you kindly suggest, "go away", but i'd honestly ask you to question your own behavior. i find it quite unfortunate that you seem unable to discuss these sorts of issues dispassionately.

regrettably
hc

Castorp345, I would suggest going away also. After reading both this thread and your previous I have come to the conclusion you are a "know it all -wannabe" As for your "modding credentials" I see none other than a post to some blog. Anyone can say they "work" on a project, without valid proof you're just another wannabe know it all.

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:

castorp345 03-24-07 03:29 PM

Quote:

Originally Posted by xittix
Castorp345, I would suggest going away also. After reading both this thread and your previous I have come to the conclusion you are a "know it all -wannabe" As for your "modding credentials" I see none other than a post to some blog. Anyone can say they "work" on a project, without valid proof you're just another wannabe know it all.

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:


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:

CCIP 03-24-07 03:39 PM

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.

Beery 03-24-07 04:14 PM

Quote:

Originally Posted by CaptainCox
Cool stuff man. We needed something like this, the vanilla game is simply to easy ;) Great work, thanks.

Harder is not necessarily more realistic. From what I learned when modding SH3 something like 90% of depth charge attacks were unsuccessful. Not trying to get into a fight here - there's plenty of room for harder mods and easier mods to suit everyone's tastes. Just making an observation on the 'too easy' comment.

heartc 03-24-07 04:16 PM

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.

joea 03-24-07 04:52 PM

Quote:

Originally Posted by tater
Not all japanese DDs had serface search radar, particularly early in the war. For subchasers, fewer still. I bet there were nearly none before late '43.

http://www.combinedfleet.com/radar.htm

The most likely type to have been installed is the type13 (air search) or type 22 (air/surface). They type 22 wasn't available until Sept. '44. Honestly, I'd expect no radar on the vast majority of small (smaller than CL) ships before that.

I'm not sure about their SONAR, but I have read that they frequently banged away with the ship moving too fast to get any use out of it.

tater

Good point Tater, we need to readjust our thinking to the Pacific I think.

Kudos to nvdrifter for taking the first steps!!

CCIP 03-24-07 05:19 PM

Quote:

Originally Posted by Beery
Quote:

Originally Posted by CaptainCox
Cool stuff man. We needed something like this, the vanilla game is simply to easy ;) Great work, thanks.

Harder is not necessarily more realistic. From what I learned when modding SH3 something like 90% of depth charge attacks were unsuccessful. Not trying to get into a fight here - there's plenty of room for harder mods and easier mods to suit everyone's tastes. Just making an observation on the 'too easy' comment.

More than 90%!

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.

Deep Six 03-24-07 05:31 PM

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

clayton 03-24-07 05:45 PM

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!

clayton 03-24-07 05:54 PM

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!

CCIP 03-24-07 05:56 PM

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!

kakemann 03-24-07 05:58 PM

Quote:

Originally Posted by nvdrifter
I'm not sure what to tell you. The mod does work. I just play tested again, and I got my butt totally kicked in several single player missions ranging from 1942-1944. Most of the enemy escorts were very agressive. Also remember that each escort has it's own crew skill level. Lower skilled enemy crews will be less agressive and might give up easier.

Sorry!

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:

clayton 03-24-07 06:08 PM

Quote:

Originally Posted by CCIP
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!

Got it! Cant seem to get off this damn soap box...

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?

kakemann 03-24-07 06:43 PM

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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