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yeah i thoguht about that. The problem is Im not at battlestations all the time while submerged, and you can't get the game to differentiate crew positions based on surfaced or submerged. So It annoyed the hell out of me in normal operations, when you'd only see one planesman, and then this dumbass at valves station just standing there doing nothing. |
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Cheers, RD. |
Radar Depth
Firstly, totally love FTT series of mods, However the 'radar depth' you have set to 12.2 meters, I have found that the radar does'nt activate unless set to 11 meters.
NB do you think it may be an issue with metric to imperial conversion as 11 meters = 12.02 yards (1m= 3.28ft.) Keep up the good work. Edit: would have posted sooner but there was a problem with my registration, fixed now. |
Great mod thanks:up:
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Orange Marker
Since installing FTT 2.4 I don't see the orange marker anymore. Can I use the file from SH3 to make it reappear.
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Check in the FTT mod for
\Data\Misc Delete the "Umark.dds" in that folder and when you load the mod the standard "Umark" should be loaded from game. Now, i have not even downloaded this mod (yet :oops:) but I think that's what Ducimus have done in the file structure of JSGME. |
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:up: :know: :yep:
Not bad for a grunt hey LOL. |
Thank man! :up: Gameplay is 200% better now :D
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Ducimus, have you ever noticed how the gunboats seem to have sonar? I've run into them a couple of times and they detect you better than some of the destroyers do and stick with you calling in airstrikes to try and sink you if posible. Is there any way to remove the sonar from these boats? Its pretty dumb.
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Ducimus, thanks for a really great mod. It makes SH4 challenging and 100% better than the vanilla vers.
One thing I wanted to tweak on my own and before I do so, I have a question. AI hydrophone sensitivity and Sonar sensitivity seems a bit too sensitive for my taste. I would like to set both just a hair easier, but I would need to split the difference between the stock game and your mod. That would involve taking hydrophone sensitivity to 0.035 instead of 0.04, will the game recognize the extra decimal place? Thanks |
@LZ_Baker
Yes thats an easy fix. Go to that units SNS file in the data/sea/ directory and simply rename the sonar entry from its current form to NULL. (I thought it was just hydrophones they had?) @Buzz313th Try - increasing the detection time on active sonar from 10 to 15 or 20 (20 being stock) - changing the noise factor on hydrophones from 0.25 to 0.35 or 0.45 to even 0.5 That should make them a little less sensitive. (its not always neccesarily the sensitivy rating itself one needs to adjust ;) ) |
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Here is the situation and the story why I wanted to tone the ai down a bit. In a career Mission, in mid 42 driving a Gar, I spot a large convoy and set up the boat at the convoys 1-2 oclock, dive to pariscope depth and set a good heading that will keep my aspect low to the lead escort as I approach the convoy. At 1 mile from the lead escort, I dive to 30 feet below the thermal layer and continue my approach. I goto para depth and set up a visual shot on a merchant in the front of the convoy, then dive to below the thermal to change course and try and confuse the escorts that are now inbound to me..... This is where everything starts to suck. The ocean conditions are calm and it is early dawn. I end up getting all 4 escorts right on top of me and they proceed with numerous DC runs. Up to this point I have done everything I can to stay as quiet as I can, I am turning at no greater than 2 knots and trying to keep my aspect low to the escorts, as well as trying to extend distance from them. This goes on for 2 hours and I am unable to get them off of me. Finally one of the escorts gets lucky with a DC and hits me pretty good, I start to flood and decide to make a run for it at the surface. I blow emergency ballasts, set my speed to flank and turn away from the escorts, while at the same time taking shots at the closest escort with the deck gun. Now heres the funny part... On the surface I totally got away. I damaged one of the escorts good enough to knock them out of the chase and damaged the other 2 to outrun them. Now I sustained a good amount of damage as well, enough to bring me to the hairy edge of sinking. All the damage got repaired and I was able to move on. Now to me, this doesn't seem right. I'm not the best sub capn, but I'm also not the worst. I have read most of the posts regarding the info about the ai and I try to understand it to beat it, but this was a little too much. I would expect early in the war that I should have been able to shake the escorts from under the thermal, much easier, than doing so at the surface. My thoughts..... I don't feel that I should have even stood a chance on the surface, up against 3 Destroyers. In my mind I shoulda been sunk in less than 2 minutes. Under the thermal, trying to get rid of the escorts was really frustrating. I know that my decision to go after a convoy in calm seas was probably a bad one, but IMHO, it should have been possible to get rid of the escorts at that depth and at that stealth mode. I tried this same exact mission twice in a row and got the same results. I also wonder about the DC attacks. I mean the escorts probably did close to 50-70 attacks on me in that time, they came very close, but only once did a DC hit me good enough to damage my boat. It seems to me that DC's should be a bit more lethal and the ai's ability to detect you, just a bit lower. Please... correct me if I am wrong on my oppinions. I really enjoy FTT2.4 and I am not complaining. I understand that it is a personal change made to the game for one persons taste and it sure does make the game alot more challenging. What I would like, is a few ppl here to let me know what I should do to in terms of tweaking some things, to make it just a bit more inline with historic realism and a bit closer to what you would expect from the performance of the ai in this historic situation. Thanks |
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