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-   -   [REL] Haramirs Sensor Mod (https://www.subsim.com/radioroom/showthread.php?t=165675)

Gandalfi2005 03-21-10 11:07 AM

Quote:

Originally Posted by Ragtag (Post 1326545)
Ok, so i installed this mod. I came up on a small taskforce with 4 destroyers. I lined up to attack from short range with my engines off.
Weather was mid-day perfect visuals and i was about 500 meters from target when firing. First off, they didn't see my periscope, secondly i hit the destroyer and sank it. immediatly diving for 70 meters expecting the enemy to be quite pissed. But they didn't react at all. they just sailed off in straight line.
I started this from the Pen with a new mission so i expect the mod to be working?

The Destroyer Aggro Managment is depending on the Destroyer Skill in the Mission Layers. It doesnt belong to the Sensors. I have tested this. Elite Destroyer will go after you instantly. They are very agressiv. Mediocre Destroyers will be more passive until they are very close aka they need a good contact to you. But when they are on you, they will do a good job with this sensor settings in my opinion.
The former Modders and i just tweak the Sensors for good Depth Charges Hunting.

U-Bones 03-21-10 11:36 AM

Quote:

Originally Posted by Gandalfi2005 (Post 1326699)
The Destroyer Aggro Managment is depending on the Destroyer Skill in the Mission Layers. It doesnt belong to the Sensors. I have tested this. Elite Destroyer will go after you instantly. They are very agressiv. Mediocre Destroyers will be more passive until they are very close aka they need a good contact to you. But when they are on you, they will do a good job with this sensor settings in my opinion.
The former Modders and i just tweak the Sensors for good Depth Charges Hunting.

In earlier releases, the subjective AI behavior was modified largely by sensor tweaks, but were often named and referred to as "AI Mods". That habit has carried over a bit in SH5, but now that we have an actual moddable AI layer, everyone should be more precise in the description so as to distinguish between the two.

In summary, I appreciate you naming this a Sensor mod rather than an "AI" mod.
:up:

Ragtag 03-21-10 04:30 PM

Quote:

Originally Posted by Gandalfi2005 (Post 1326699)
The Destroyer Aggro Managment is depending on the Destroyer Skill in the Mission Layers. It doesnt belong to the Sensors. I have tested this. Elite Destroyer will go after you instantly. They are very agressiv. Mediocre Destroyers will be more passive until they are very close aka they need a good contact to you. But when they are on you, they will do a good job with this sensor settings in my opinion.
The former Modders and i just tweak the Sensors for good Depth Charges Hunting.

Ah ok, now it makes sense :) Thanks!
But the destroyers aggro really needs a tweak. When a destroyer in a group of 4 suddenly get's torpedoed i'm pretty sure the 3 other immediatly started searching no matter how rookie the crew was. In game they just sail on drinking tea. It's plain silly.

reaper7 03-21-10 04:57 PM

Quote:

Originally Posted by Gandalfi2005 (Post 1326699)
The Destroyer Aggro Managment is depending on the Destroyer Skill in the Mission Layers.

Ah, are these generated randomly in game? Seems strange that 4 destroyers would have such low skill. I guess it's something the AI modders will be left to sort out... Oh well. :x

Robert82285 03-21-10 08:45 PM

Quote:

Originally Posted by Gandalfi2005 http://www.subsim.com/radioroom/smartdark/viewpost.gif
The Destroyer Aggro Managment is depending on the Destroyer Skill in the Mission Layers.
Quote:

Originally Posted by reaper7 Ah, are these generated randomly in game? Seems strange that 4 destroyers would have such low skill. I guess it's something the AI modders will be left to sort out... Oh well. :x

Well I'm sure guys this can be modded in time (Destroyer Skill in the Mission Layers.), but I agree the Destroyers aggro is just plain silly. Thank you for this Mod Gandalfi, the more Modders, and the more we get involved with this game, I'm sure this will become a very decent Sim. Hell look at all the progress we made so far !

oscar19681 03-22-10 10:30 AM

Does this also effect the merchants sensors? I mean i want to effect thge destroyers only.

Ducimus 03-22-10 04:21 PM

Quote:

Originally Posted by Gandalfi2005 (Post 1326285)

This Mod is based on WIP_RUB_AI_Sensor_Tweaks.

If your gonna cite the source, at least cite the author when you know who it was. :haha: I'm not pitching a b*tch, i'm just saying. I've never had a problem with others using anything i do, and if i had, i wouldn't have posted it in public where others could find it if they knew where to look. :03:

edit: BTW

Quote:

Originally Posted by Gandalfi2005 (Post 1326285)
RUB Mod switched off the Thermal Layer Effect for Hydrophones and Sonar.

That is because thermal layers were deeper the uboats could go. The atlantic is much colder then the pacific.


Quote:

Originally Posted by Gandalfi2005 (Post 1326285)
During Test with the RUB_AI_Sensor_tweaks Mod, i couldnt escape the destroyers mostly due to the mightiness of the Sonar. Whatever i did, they ping me down.

Firstly, as the file notes, it is a Work In progress. I admit my first effort is tantamount to hitting the AI with a sledgehammer to get it to do something. This WIP was about fine tuning. Haven't gotten to that yet cause ive been busy with another project.

Secondly, when i see complaints like, "I can't get away", i wonder what was tried. Any AI adjustment i do, has one major thing in mind, to remove the "Go really deep, slow to 1 kt, and hit Time compression tell the DD goes way." You need to twist, turn, and be engaged in the game without much TC, or your never going to get away.

Ragtag 03-22-10 05:25 PM

Quote:

Originally Posted by Ducimus (Post 1328781)
If your gonna cite the source, at least cite the author when you know who it was. :haha: I'm not pitching a b*tch, i'm just saying. I've never had a problem with others using anything i do, and if i had, i wouldn't have posted it in public where others could find it if they knew where to look. :03:

edit: BTW



That is because thermal layers were deeper the uboats could go. The atlantic is much colder then the pacific.




Firstly, as the file notes, it is a Work In progress. I admit my first effort is tantamount to hitting the AI with a sledgehammer to get it to do something. This WIP was about fine tuning. Haven't gotten to that yet cause ive been busy with another project.

Secondly, when i see complaints like, "I can't get away", i wonder what was tried. Any AI adjustment i do, has one major thing in mind, to remove the "Go really deep, slow to 1 kt, and hit Time compression tell the DD goes way." You need to twist, turn, and be engaged in the game without much TC, or your never going to get away.

Good answer. Looking forward to the next version. Thanks to this i'm having a blast now being hunted after sinking a ship or two. No more convoy wipeouts. Love the challenge so a big thanks to you. keep it up :yeah:

Mav87th 03-23-10 07:29 AM

Quote:

Originally Posted by Ducimus (Post 1328781)
That is because thermal layers were deeper the uboats could go. The atlantic is much colder then the pacific.

Why was it pinned out in the U.Kmd.Hndb.(1942 edition) that the water should be measured for salinity and temperature to be able to use layers?

And in the same manual/book 6-7 specific places are mentioned where they are more profound then usualy (mentioned are Skagerrak, Kattegat, West coast of Norway, Pentland Firth, the Gulf Stream and Straits of Gibraltar)

Additionally in the book they write:

Quote:

Position finding by ASDIC is very difficult, and almost impossible in:
Shallow water of varying depth(sand banks)
Where there are many wrecks
Narrow bays (Norwegian fjords)

as it is usually not an echo that is produced, but numerous echoes, which make it difficult to keep, but more especially to locate, the target.

U-Bones 03-23-10 08:07 AM

Quote:

Originally Posted by Mav87th (Post 1329670)
Why was it pinned out in the U.Kmd.Hndb.(1942 edition) that the water should be measured for salinity and temperature to be able to use layers?

And in the same manual/book 6-7 specific places are mentioned where they are more profound then usualy (mentioned are Skagerrak, Kattegat, West coast of Norway, Pentland Firth, the Gulf Stream and Straits of Gibraltar)

Additionally in the book they write:

The answer is context.

Most of the North Atlantic IS too deep and cold, but obviously there are localities with various circumstances. To make a blanket statement about no reachable thermal layers and apply it to every square meter of the N. Atlantic is over generalization.

That said, it was largely true, and if you have to choose one or the other for the game ( do we still ?) then taking them out is certainly a choice that can be rationalized.

oscar19681 03-23-10 08:27 AM

I installed this with JGME . But does this mod actually support JGME?

Gandalfi2005 03-23-10 08:32 AM

Quote:

Originally Posted by oscar19681 (Post 1329732)
I installed this with JGME . But does this mod actually support JGME?

Yes

Mav87th 03-23-10 11:33 AM

Hmmm perhaps areas could be defined like harbour areas ??

Ducimus 03-23-10 11:59 AM

No you cant select specific areas for thermal layers. They are either ON, or OFF. There is no in between. So you have to pick the most correct setting.

Mav87th 03-23-10 04:49 PM

I was thinking more in the line of a script that gave a penalty to the sensors of a destroyer asdic or sub hydrophone/sonar if inside an area and the sub is below a certain(or even variable chance) depth.....


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