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RemoveLogoIntroTheDarkWraith MightyFine Crew Mod 1.2.1 Stock faces MCCD_1.04_MFCM_1.2.1_compatible Speech fixes and additions (german version) Reduced_crew_abilities Dynamic Environment SH5 Basemod (realistic version) V2.0 Dynamic Environment SH5 BrighterNights V2.0 Dynamic Environment SH5 Undersea (temperate and polar) V2.0 Dynamic Environment SH5 Sounds V2.0 Dynamic Environment SH5 Atlantic Floor V2.0 sobers best ever fog V4 SH5 Small_trees_SH5_V1 sobers chimney smoke V2 SteelViking's Interior Mod V1.2 Naights Submaine Textures v1.2 (PUV) NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0 FX_Update_0_0_19_ByTheDarkWraith Tastatur_1.2_Fi IRAI_0_0_30_ByTheDarkWraith TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 NewUIs_TDC_6_9_0_ByTheDarkWraith NewUIs_TDC_6_9_0_New_radio_messages_German Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal Pilot v2.8 Compatible Conus00's Graphic Mod+SV's work Window_Lights_Redone_V1 KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith Stormys DBSM SH5 v1.3 Basemod Stormys DBSM SH5 v1.3 additional crew sounds beta6 Stormys_DBSM_SH5_v1.3_optional_louder_engine_sound s OPEN HORIZONS II_full v1.6 Equipment_Upgrades_Fix_v1_4_byTheBeast DeckGunMod Enhanced FunelSmoke1.2_by HanSolo78 Grossdeutscher Rundfunk SH5Lifeboats_by_Rongel_TDW_stoianm_v2_1 Battlestations_soundmod_1.1 Shoot_at_Periscope Quote:
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Thx . :)
hrmm whats ANSI coding?:oops: |
I am not very skilled at scripting, so I apologize if I'm asking a stupid question, but wouldn't this command:
action { Plane:FireCannons(); mean that only planes will fire their cannons? Don't we also need something like action { Ship:FireCannons(); if we want ships to shoot at scope? |
Sorry Rongel, what mod is Tastatur_1.2_Fi ?, never heard of it. :cry:
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Planes can attack you when you are underwater so switching the Ship:FireCannons(); to plane:FireCannons(); is just a workaround to use planes hardcoded actions. It's not a perfect solution but it makes armed ships much more dangerous (like they should be). Quote:
There is a now screenshot in the first page so you can double check that you have the right script-format in your file. And if you have still problems, please tell and I'll try to help! |
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I´m using your code since the first day you posted here, not via jgsme, just directly (edited with notepad) and didn´t notice any CTD related with this. I´m happy with it. :yeah: |
Much better instructions now, thx Rongel. I misunderstood first time and thought we were gonna mess with the exe file:D
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Thanks for the answer, Rongel:salute:
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your picture say GetContactDepth() >= -13 and you describe GetContactDepth() >= -15..just a little adjust for liking? :)
Edit: quote:So the only bad thing about this is that when the escorts lose you, they will bombard the last location 4-8 minutes causing possibly havoc. When they know you are deeper, they'll stop the firing. (Had great fun with this.One DD bombarded the other :D) Anyways I found that with GetContactDepth() >= -13 They never saw my scope until I was 13 m depth or less. short test with eange aob practice and fx update test They stopped when I took down scope but when I wenr deeper they just shot the "old "spot until my depth was above 13 m again regardless of my unmodded attackscope towering couple of meters above the surface. I put that to -17 the merchants never shot now but the dds started whit me just below 15 m. They never hit though . Not sure what to make of this. SO now Im curious what this value does: ContactPresenceIs(PRESENCE_SENSORS, 15) Edit: with -17 they didn t shoot at all. I really just try fail here |
Now I tested with your test mission and it seem to work as purpoused. I put value to -15 again (GetContactDepth() >= -13) Felt weird that they could spot me with peri barly touching surface like they did when I put it to -17.
But what do they see actually? just periscope, or do they spot me like if I was surfaced when above this value?:hmmm: Can I cruise around at 15.5 meters and all is safe since I m to deep for shooting and too shallow for depthcharge? Anyways its a big step in the right directon ;) thx |
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What makes things complicated is that the escorts react always in a different way. Some tests go just beutifully, like you would except, but sometimes escorts do something stupid, like shoot at themselves. Can't figure out why the escorts sometimes continue attacking you even if the script conditions are false. I guess they just want to sink you that badly! Quote:
By the way, I did a long campaign play yesterday with this and had fun with Norwegian destroyer that I mistakenly thought as a neutral unit. I just cruised in periscope depth but then cannon shells started to hit the water breaking the radio and radar. I dove immediately and it stopped the shooting and started to drop depthcharges. It was like an angry bee! |
Great mod, Rongel!
As of the realism of firing at a submerged submarine, to my knowledge most of the secondary naval guns had special anti-submarine shells, AFAIK they were diving shells - special shells with blunt nose so you shot it into the water and it did not bounce of the water but dived and continued for some distance submerged hopefuly meeting the submarine. Moreover you read in reports of real ASW actions that planes often strafed the spot where the submarine had submerged with their guns, I recon that it is modelled in the AI logic by developers, that is why, I recon, the ships continue to shoot at the last known spot for some time with your mod as well since they use plane's script, I recon that is realistic as well - why would a ship not want to shell the last known spot knowing that the sub is relatively slow to escape? Imagining myself as a DD captain I think I would still fire guns at last know spot for a couple of minutes even if I did not see the periscope any longer and even if I did not have ASW shells, at least there is some hope that a shell would strike something fragile or the sub would be damaged by the HE-shell explosion, even if the shells did not strike they at least would force the sub to be frightened and stay submerged so negating a possibility for the sub to attack me or the convoy - you see enemy, you shoot. :) The only unrealistic thing I see is the fact that they continue for far too long when you submerge while it should be no more than a minute or two in reality. If only we could get of the friendly-fire issue... but it is not this mod's issue since if planes do not check for friendly-fire condition they can strafe a friendly DD on a DC run. That means that it is a stock AI error. |
Good points Vanilla.
Thx for answer Rongel, I will keep testing but it s hard to keep track of whats happening sometimes. I m still curious wether that getcontactdepth means your just as visible to the game as if you were surfaced when above 15 m. doesn t look that way since they stop shooting with peri down but anyways I WANT them to shoot if they spot me but I DONT want them to spot me like if I m surfaced when I sneak silent under the surface :). |
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Thanks for the info Vanilla! :DL
Glad to hear that they actually fired cannons at submerged subs! Otherwise this would have been somewhat pointless in the first place! Quote:
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Been messing with the scripts like crazy (yes, I'm a bit obsessed by this...) but no significant progress. However, I noticed one thing! When you are in periscope depth, and the periscope is up, and they have spotted you and started firing, do not lower the scope, but just dive to safety. Now when you pass the 15 meter line, enemies will see it and know that you are too deep to attack with cannons. This way even DD's will instantly stop firing you. I'll try to explain it with example... If you just lower the scope when you are attacked with cannons in periscope depth, escorts lose your contact and continue firing the area several minutes. They think that you still might be there even if you are 100 meters below. But if you dive with periscope up (with -15 depth value it has to be all way up) they see you as you pass the magical line and understand to stop. Ofcourse this is not a perfect way either, you are basically helping the escorts by telling them your depth! So close.... |
:yeah:
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I m a bit obsessed too. Thx a lot TDW for clearing that out. (Not that you didn t know Rongel) Finally even I understand how this works a bit more...I think..
I really hated this issue with SH4 and was sad to see it still existed in SH5. They still cant hurt you much at 15 + so I miss those guns Vanilla talked about. Ive heard that depthcharges usully had a preset at 30 60 or 90 meters can that be true? anyways they should have guns to take you out with at shallow depth. Or run fast over you so they would be at somewhat safe distance when the depthcharges explode..(if they could explode above 30 m)anyways I cant think that a sub in reallife would survive long in PD with destroyers present.were supposed to dive away arent we? Before I play more with the numbers. out of what you say I conclude that ContactPresenceIs(PRESENCE_SENSORS, 15) . tells the guns to fire if GetContactDepth tells you are above 15. I stick to visual spot for now. If they spot my scope when I m at 16 they won t open fire. why not put them both to 17? I can t think of any downsides to it except they started to fire at me even before my scope was above the surface in your testmod. That means I was spotted but can not tell now wich sensor did it. When I scout I try to keep my scope just above the surface and for short periods. I m still a bit scared that these are the things we mess with to some degree. that it s not how high your scope actually is but how deep you are with scope fully raised. Or have the sensors their own scripts and these shipweapons scripts that you change only come in use if you ALREADY have been spotted. Sorry for all these qustions but I m very curios |
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There is a nice example of a PD sinking with DCs here: http://www.uboatarchive.net/U-432INT.htm see chapter IV there, note that the sub was at 20m and DCs were set at 34m. So you are absolutely right to say that staying at PD while detected is suicidal. I think a destroyer would use everything available: guns, ramming, DCs, hedgehog and what not (throwing Bertrand overboard? Hygiene tanks flushing?) seeing a sub at shallow depth and with up-scope. Very deadly for the sub unless it timely manages to escape to depth. :arrgh!: |
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Good way to test the ships behaviour is to have the map contacts on and have the visual sensor data activated in nav map settings. That way you can see if you are in enemy's visual area, passive sonar area, or active sonar area (pinging). In my tests I have noticed that you won't get any damage from cannons if you are deeper than 20 meters or so. It's a issue with the cannon shell damage and would need modding in that area. Also when you are underwater you rarely get any actual hull damage from guns (and DC's). The water is lowering the damage radically (too much in my opinion!). So even if get the ships to fire at you when you are 30 meters below for example, the shells couldn't damage you. But I would be happy if the enemies would fire you when you are in periscope depth and acted logically enough. I have witnessed too many times situations where I'm circling in the middle of the unescorted convoy and have periscope up, and even the armed merchants just zigzag slowly around me, sailors pointing at my direction but too lazy to open fire. Right now it's already working with the merchants, they will shoot you and force you down. |
thx for the link Vanilla.
Hygiene tanks flushing lool Thx for additional info ROngel I will do as you say in my tests. weird I didn t think about that. Still I think..why not put getcontactdepth to -20? any reason to have them stop firing? |
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