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-   -   [REL] Prolonged DC Attack (https://www.subsim.com/radioroom/showthread.php?t=126070)

AVGWarhawk 12-01-07 09:10 PM

Quote:

Originally Posted by Factor
im running RSRD also, and foofighters textures.

as long as it dont happen in career, its all good.

It might be this particular DD maybe? Not sure. I'm throwing caution to the wind and also being a tester as it were.....I'm running it in a career to see how she goes! The more and more I look at this the more and more I'm liking this piece of modding work. :yep:

Besides, the foundations of large mod packages is starting to grow in TM and RFB. ROW and RSRD are now being melded together with these two mods. NSM has found its way into them. I forsee this little gem doing the same. Lets test away!

Besides, I'm see Peto working on this and that, helping the other modders. Who am I to stiffle his creativity?

Peto 12-01-07 09:13 PM

I'll make a RSRD version just in case. Will post here when I upload it.

Thanks AVGWarhawk!!!

AVGWarhawk 12-01-07 09:14 PM

Quote:

Originally Posted by Peto
I'll make a RSRD version just in case. Will post here when I upload it.


See....happening already:D I just love you guys. You make my day just fun as can be:rock:

Peto 12-01-07 10:15 PM

OK. It's posted (link on 1st post of this thread). The only thing I could think off the top was a difference in ship files between TM and RSRD. So I remade HK_Peto1 (renamed HK_Peto) using an install of RSRD . Let's see if that works.

:up:

Der Teddy Bar 12-01-07 11:33 PM

In SH3 & SH4 how long the escorts stayed around was determined by the Lost contact time=. This one value was for all escorts regardless if they were convoy escorts, port escorts and hunter killer groups.

With SH4 1.3 onwards there has been major improvement to the previous one size fits all of the Lost contact time=

The time that non convoy escort stays hunting the submarine is now calculated as 2 * (skill * 4 + 2) * lost_contact_time -/+30%. Skill being 0 - 1 where 1 is elite.

So for a non convoy elite escort that might be ….
2 * (1 *4 +2) = 12
12 * 15 = 180
180 -/+ 30%=54
180 – or + 54 = 126 to 234 minutes

So for a non convoy escort that might be ….
2 * (0.6 *4 +2) = 8.8
8.8 * 15 = 132
132 -/+ 30%= 39.6
132 – or + 36.9 = 92 to 172 minutes

NOTE: The time is now calculated from the time that the escort arrives on location. For this example I will use the random Lost contact time of 172 minutes. Assuming that the escort is within 20k, the maximum distance to which an escort will respond, and the escort will take 60 minutes to arrive at you last known location, then the random Lost contact time once the escort arrives on location will be 172 minutes and not 112 minutes i.e. 172-60.

For convoy escort the Lost contact time= stays the same with the only change being that the time is now calculated from the time that the escort arrives on location.



Peto 12-01-07 11:47 PM

Quote:

Originally Posted by Der Teddy Bar

With SH4 1.3 onwards there has been major improvement to the previous one size fits all of the Lost contact time


Thank You for posting this Teddy Bar! I knew that there was a new formula being used and it wasn't as simple as a config file somewhere.

I may be able to use that knowledge for a couple ideas I have brewing.

:up:

Laffertytig 12-02-07 10:17 AM

does the dd skill level affect how well they track u in this mod? and can it be installed at port mid campaign?

Peto 12-02-07 11:34 AM

Quote:

Originally Posted by Laffertytig
does the dd skill level affect how well they track u in this mod? and can it be installed at port mid campaign?

To my understanding, enemy AI skill level reflects a units Range capability. In other words: an Elite escort uses 100% of a sensors rated range, a veteran uses only 90% of that range and so on. I'm not sure exactly what the percentages are, (and I'm not absolutely positive I am correct). So--that does result in higher skill level escorts being able to track you better as their "close range" is longer than lower AI levels (close range being a percentage of total range).

Short Answer--Yes--the AI skill level does affect tracking skill.

Installing this while in port should be fine.

AVGWarhawk 12-02-07 09:10 PM

Peto, before this gets buried. How are you coming along with some other ideas you had for this?

Peto 12-02-07 10:32 PM

Quote:

Originally Posted by AVGWarhawk
Peto, before this gets buried. How are you coming along with some other ideas you had for this?

Well--I'm working on some SD Radar stuff which will be a separate thing. The biggest thing that would enhance this package is some depth charge/ escort mods that tater is working on. I think when he's got that, combined with this it could be great for the Historical crowd. I'm also trying it out as a "Mood Mod" something that you can enable/disable during a patrol--so you're not always faced with long pursuits.

And I was hoping for more info on how this works by those who try it. I'm not upset at all ;)--was just hoping for some feedback. I know it may need some tweaking but I'd like to know what people are experiencing even (or especially) if it's no difference. I think the 1.4 has taken center stage (rightfully so).

Did it make a difference for your evasion experience?

AVGWarhawk 12-03-07 09:13 AM

I did not install it with the RFB 1.4 version as yet. Do you think it will be ok to drop this in after ROW/RFB/RSRD? I would suspect it would just overwright some of the RFB sensor changes. Let me know and I will load it up for a run!:yep:

Peto 12-03-07 10:02 AM

Quote:

Originally Posted by AVGWarhawk
I did not install it with the RFB 1.4 version as yet. Do you think it will be ok to drop this in after ROW/RFB/RSRD? I would suspect it would just overwright some of the RFB sensor changes. Let me know and I will load it up for a run!:yep:

It should be fine IMO. The only major file that is modified is AI_sensors. I've even run a couple tests where I can use the mod for part of a patrol and then disable it between boots and it seems to work OK. As long as there aren't any ships in the area that are resident in memory anyway. More testing required to be positive though.

If there are changes in RFB that this mod affects, I could easily make a version for that too.

AVGWarhawk 12-03-07 11:17 AM

Currently I have saved a convoy in my sights but being that this is my first patrol and only 600nm for Java, I will restart with this mod added and find the convoy again.:up: This should be interesting as for now I keep outside views on. Before I saved I took a peek and found the convoy had 4-5 DD/subchasers.:o

In the spirit of adding some pucker factor and having a depth charges rolling down my deck for hours......this just might be the ticket for that!!!! Like I stated before, battery life and CO2 are a none factor when under attack. The DD give up to easily. I for one have no issue slugging it out for an hour or so. Or maybe longer!

I will let you know what happens.

swdw 12-03-07 11:26 AM

In the "way back" days, part of the 'thrill' of attacking a convoy in Silent Service was having to actually maneuver in order to avoid DC's. Twisting, turning, short hi speed runs right after the DC's went off were all needed. If you didn't, you were sunk. (Guilty as charged, hadn't played a sub sim since Silent Service 2- not SH2, but SS2)

Although far short of SH4 in a bajillion of ways, the difference in the old SS games and SH4 in this aspect dissapointed me the first time I was attacked in SH4.

Just spiraled down to the layer and putt putted off to new hunting grounds.

swdw 12-03-07 11:31 AM

Quote:

Originally Posted by Peto
Quote:

Originally Posted by AVGWarhawk
Peto, before this gets buried. How are you coming along with some other ideas you had for this?

Well--I'm working on some SD Radar stuff which will be a separate thing. The biggest thing that would enhance this package is some depth charge/ escort mods that tater is working on. I think when he's got that, combined with this it could be great for the Historical crowd. I'm also trying it out as a "Mood Mod" something that you can enable/disable during a patrol--so you're not always faced with long pursuits.

Did it make a difference for your evasion experience?

Was too busy patchin RFB to give this a try yet, but fully intend to now that the patch is up.

As for the sensor changes in RFB, LukeFF can give you detailed info on what he's done. One of the things he did was modify all the AI radar settings to give them the max range for detecting a sub.

He also did some changes already with the sub sensors. You might want to PM him and the 2 of you could put your heads together on this.

Peto 12-03-07 12:12 PM

Quote:

Originally Posted by swdw
As for the sensor changes in RFB, LukeFF can give you detailed info on what he's done. One of the things he did was modify all the AI radar settings to give them the max range for detecting a sub.

He also did some changes already with the sub sensors. You might want to PM him and the 2 of you could put your heads together on this.

Sounds good. If those are the only changes he's made it'd be a snap modding this in to see how it works. Thanks swdw :up:

Wilcke 12-03-07 12:21 PM

This is very interesting, I can see this melding well with the DC mod, since those DDs and Escorts carry realistic DC loads and cannot just sit there and dump 240+ cans on you.

Indeed, very much interested........yes!:up:

Wilcke

AVGWarhawk 12-03-07 12:33 PM

Gents, I'm dropping in the first attempt of this mod tonight. It will be behind RFB/ROW/RSRD. Should be fine as far as I can tell. Let me see how she goes.

ReallyDedPoet 12-03-07 12:35 PM

Between using this and Trigger, there is no hope now :o:o


RDP

Peto 12-03-07 12:53 PM

Quote:

Originally Posted by reallydedpoet
Between using this and Trigger, there is no hope now :o:o


RDP

:lol: Actually--I think you'll find this to completely change your evasion experience. All you need is paaaaaaattttienccccccccccceeeee ;).

EDIT: With a capital P


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