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Anyway, thanks Magnum for new wolfpack mission! :up: |
Ok, so i've seen a really strange behaviour now. I've met several convoy's and as soon as i hit my first target the whole convoy slows down to 0-3 knots. Happens every time with the latest version. It's like a turkey shoot. I can sink 10-12 ships every time... byebye to big tonnage numbers you say?:woot:
btw, is it possible for you to do something about the rediculous accuracy the merchant gunners has? Great job taking on the AI. It's really needed :) |
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[AI Cannons] (for cannons) . . Max error angle=xxx [AI AA guns] (for machine guns) . . Max error angle=xxx Higher number means less accuracy (I`m currently using 7 and 8). |
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Played historical mission PQ-17 with IRAI 0.18:
Observations: 1) At my second game all merchants were in front of all escort ships, 2) At first game merchants no zigzag, no up or down speed (I was only on periscope depth, so they didn't see me, but should be alarmed, right?) 3) Ships at close range to attacked ship were slower (1-2kt), no zigzag, I think that they should escape from attacked ship at 70-100% of full speed, But saw something special of AI sub: AI sub stops, next emergency back to avoid DC form attacking escort ship, after that full speed... No next attack, but really impressive! :yeah: |
Some other tactic canceling the run? Iirc, the devs just made the DD do a straight run, trigger the DC firing at x distance and then disable DC firing at x distance, letting the DD return to "follow" tactic at the end of the straight run.
:hmmm: Ramming behaviour interupting? Maybe check the tactic properly checks subs depth. (yeah just guessing, haven't looked at your work yet, just some stuff I remember from the original files. :doh:) |
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I will change the settings for the merchant convoy and put one of the escorts as leader, this should fix the problem with them fleeing. I will update the topic soon as I'm done. Quote:
LE: Updated the wolpack mission, now the merchant convoy leader is the first escort. I have no time to test it, but now they should not flee... hope so. This mission consist of 2 wolpacks attacking from 2 different direction and a solid task force that come from south a bit later on, they should join the party after the wolpacks engage the merchants. |
Next strange issue spotted on last IRAI 0.18:
I fired four torpedoes in front of the first BB in Italian taskforce - they missed, however the BB was alerted (torpedo spotted!). He looked as began to zigzag - turned left after few second turned right at full speed (I see and think: is OK!), but after that this BB started make a wheels without interruption, at full speed all time. Other ships (BB, CA and escorts) have not responded and keep their course. Not zigzag, not accelerate, the convoy's escort did not start to look for hidden submarine... |
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This treating of carriers as battleships explains the post above also. |
Nice work TDW :)
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fixed the battleship and carrier issues. But I've noticed one big problem - carrier doesn't have any hydrophone or sonar?? Haven't checked the battleship.
I had to rewrite a good portion of the ship AI to account for the carriers and battleships. Still have to rewrite more after I figure out what to do with them when they are part of a convoy that has escorts. Do I send them out with the escorts or do I have them stay with the convoy? If they are part of an HK group they go with the HK group (but the hydrophone bug mentioned above could prevent them from following the group). Also changed the way escorts were divied out (for convoys - doesn't apply to HK groups). Before it was x amount get assigned to the contact and the rest were assigned nothing (so they were free to act on their own accord). Noticed that this was problematic as they would peel off from the convoy and attack the contact. Now the remaining escorts are assigned the role of guard convoy to keep them with the convoy. |
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the ONLY problem with these mods is it adds on the the rediculous campaign. not only are the spawns total BS, but with this mod it makes it so that in the rare event such a convoy or even worse TASK FORCe comes along, youll either get less, get nothing but DC, or just die. i say we also need a serious campaign aleration rather than just cutting obj in half. that combined with this will make an excellent SH5.
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True. With IRAI, playing the campaign is very hard. And I'm thinking to those ridiculous missions about sinking BB's and carriers. Even with Lite Campaign on, Mare Nostrum is no go with IRAI enabled. It's highly required a mod team to come up with an alternate campaign, or modify the original and remove the BB missions.
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