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-   -   DD not responding to attacks? (https://www.subsim.com/radioroom/showthread.php?t=162926)

sergei 03-03-10 05:34 PM

Quote:

Originally Posted by Ducimus (Post 1290985)
Ahhh.... uhhh.... ehhh..Well, if i do any work for this game, it will be in single modlets.

Yeah sure Duci, you say that, but how will it play out? You can get a bit obsessive about this kind of game.

Seriously, as much as I enjoy your previous work, I really want you to take a back seat on this one.

Not because I do not appreciate your work on SH3 and 4, because I do.

But because I think that after what you have given the community you should be able to sit back and actually play a sub game for what it is, rather than spend your whole time trying to fix what it is not.

Besides, you an pitch in with sarcastic comments telling people where they are going wrong.
Wouldn't that be fun?

W_clear 03-03-10 06:06 PM

Quote:

Originally Posted by Bubblehead1980 (Post 1289464)
check the mission editor and see what skill level they are set to(if you can in SH 5) I know in SH 4 I found out one reason enemy DD's were usually so easy, 90% were set to novice or poor skill level.They prob did it again.

You are right, of course, in the SH4,And several other documents:
AI_Sensors.dat
Sim.cfg
I still think that AI is too stupid in the SH4,So I adjust the properties of all the AI------------------------" elite",and adjust the [AI_Sensors.dat
Sim.cfg],Adjust the end of the AI is very strong.
I think that the AI must be adjustments for SH5.

malkuth74 03-03-10 11:04 PM

Sorry guys Destroyers are not working.

Second war partol ran into another convoy.

Parked myself right in the middle periscope depth..... Fired 4 torps at first ship in convoy.. Blew to hell..... Shot my rear torp at another.. Blew its propeller off. Dived to 40M... Went and watched DD... Did not even react.

Ok went back up, Tubes reloaded Fired another 4 torps at another ship.. 1 Miss 3 hit. Bang. Dead.... Dive to 40M again... Nothing.... LOL..

So My last 2 torps loaded up. Go to periscope depth DD last in group 1500M away from me next to another merchant. I aim at another merchant in distance.. Shoot off 2 torps.. Bad shot miss....

Dive to 40M again and place myself away from the other merchant that engine is burning and is stoped but not sinking. ALL stop.

Fast foward for about 3 hours game time. Surface kill lat merchant.

Go home with 3 kills. LOL.

sergei 03-03-10 11:13 PM

Yeah, I just did a test myself.
There is a single mission included in the game to attack an Arctic convoy.
I ran flank until I could see the convoy.
Then went to PD, and ran at flank towards the nearest DD.
Then at about 1000 m went to 50 meters depth, stayed at flank speed.
I'm not kidding, not one of the buggers even turned around.
Circled around at 50 meters, flank speed, between 1000 and 2000 meters away from DDs.
Surely one of them should have heard me?

EDIT. Didn't try torpedoing them. I'll try that next time.

Ducimus 03-03-10 11:17 PM

If you had map contacts on, was the sensor rings in place on the DD's ?

Webster 03-03-10 11:17 PM

Quote:

Originally Posted by malkuth74 (Post 1290782)
Maybe the devs have the same mantra lots of people on these boards have....

Oh the Modders will fix it.:rotfl2:

i prefer to give them more credit then that and will assume they werent given proper time to devote to it.

if the boss says work on x, y, & z you do it even if you know the roof isnt on the building yet. i think they were instructed to be spending time on DRM issues instead of the game.

sergei 03-03-10 11:21 PM

Quote:

Originally Posted by Ducimus (Post 1291743)
If you had map contacts on, was the sensor rings in place on the DD's ?

Yes, I play with map contacts on.

Before I submerged I could see the 'circle of awareness' on each destroyer.

malkuth74 03-03-10 11:21 PM

Quote:

Originally Posted by Ducimus (Post 1291743)
If you had map contacts on, was the sensor rings in place on the DD's ?


Yes they had sensor rings. They are not very long though since its still early years.

But still they should at least attempt to search for me, they don't even do that. They just keep going like nothing happened. Its crazy.

Funnest part of SHIV and III was the part after the kill. lOL. And I am totally missing that at this point.

Its almost pointless. I My own difficulty set up. So Im not using the easy, med, hard, realistic thing. Since I like to look around, and see things. LOL.

sergei 03-03-10 11:26 PM

Quote:

Originally Posted by malkuth74 (Post 1291753)
Funnest part of SHIV and III was the part after the kill. lOL. And I am totally missing that at this point.

Agreed. For me the best part of a subsim is not torpedoing a ship, but getting away afterward.

Seems to be missing at the moment.

Although I will admit, it is very early days.
More tests needed.

Ducimus 03-03-10 11:27 PM

Remember, there's 3 rings they should have.

A cone in front for active sonar.
a Pac man shaped ring for passive sonar.
A circular shaped ring for visuals.

If you don't see ALL THREE of those, something is wrong with either the ships SNS file not assigning a sensor to the correct node, OR (worse yet), the node does not exist on the ships model. SNS file can assign whatever it wants, but if the node doesnt exist on the model, its not going to do anything.


If all three rings are present (assuming SH5 works the same way as SH3/ and 4, and shows this rings), then rip the hydrophone and sonar settings from the sim.cfg out of TMO, and gloss over this. , and adjust your sim.cfg until you illicit a response.

THE_MASK 03-03-10 11:28 PM

Quote:

Originally Posted by Ducimus (Post 1290842)
Heh, i wonder if the DD's have proper sonar, hydrophone nodes. That would do alot to break things. SH5 used Sh4 as a base. In SH4, not all ships had ALL the proper nodes assigned to them.

edit:
another item might be thermal layer effects being carried over from SH4. Check the sim.cfg and make sure they're aren't any. If those variables are high enough, you become invisible underwater for all intents and purposes.

If you buy the game and mod up , i will buy it too .

sergei 03-03-10 11:32 PM

Quote:

Originally Posted by Ducimus (Post 1291764)
Remember, there's 3 rings they should have.

A cone in front for active sonar.
a Pac man shaped ring for passive sonar.
A circular shaped ring for visuals.

That's interesting.
Because in my tests I only remember seeing the Pacman sonar and the circular visual.
Never saw the active cone.

Mind you, I was panicking a bit. Anyone else confirm this?

Ducimus 03-03-10 11:34 PM

Most people probably forgot those exist. Dillweeds like me tend to mod them out and people forget. Fire up stock Sh3 or SH4 and you'll see what im talking about. Mind you, im talking on the assumption that SH5 displays the same info unmodded. If you saw the pac man shaped ring, and the outer circular ring, then SH5 probably does show this info. WHich means if you don't see the cone in front, he has no active sonar.

edit:
In which case, check the dates on the sonar in the /data/sea/whatevership/whateverhip.SNS file. There's an entry and exit date. Sonar being assinged is probably named something like "Type144A" or something like that. I forget what the acutal node is called. Probably SO.

Capt.Warner 03-03-10 11:47 PM

I was literally about right next to a freighter,did nothing but turn it's search lights on and I launched 3 torpedoes at it.All hit,the merchant didn't even try to avoid.:down:

Sunfighter 03-03-10 11:58 PM

I ran into a British Convoy just outside my first patrol zone. 6 freighters 2 escorts. Sunk the lead escort first and proceeded to sink 2 freighters, the rear escort behaved like the freighters, kept in formation and never went active. Sunk him with my last torpedo and then surfaced to finish all the rest of the convoy with deck fire.

One intresting thing to note is I reported this convoy to HQ and a friendly warship appeared closeby just off the coast of england, Just 1, and it never went after anything it just hovered nearby and fleed anytime the convoy got close to it.

Another note was that of a lone British destroyer that I had ran into some 30KM before i hit the convoy. That ship, I am assuming that ship, DID show up after I had finished up up sinking the last ship in the convoy. And it came straight at me through the heavy fog like a bat out of hell. Intrestingly it never went active sonar, only passive. And it would only drop 2 depth charges at a time. If i went anywhere lower then scope depth it would lose me completely and would instantly give up and start heading back to were it came from....only a couple extra surfancing games of chicken and taking a single pot shot at it would it turn back around and come after me again....

I tried to lead it to the friendly warship..but they both just ran away from each other whenever they got fairly close.


Another intrestingly think of note, I tried to torp another destroyer for practice in another patrol, I missed just barely, but strangely the ship went active sonar, and started to chase after.....the torpedo... it actually kept up with it for a good while, but once it switched back to passive sonar it gave up and turned back around....but it was funny as hell to see.


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