SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [REL] Flavored To Taste 2.5 (https://www.subsim.com/radioroom/showthread.php?t=113418)

Ducimus 04-29-07 11:49 AM

Quote:

Originally Posted by stimpy
This may have been covered and I just missed it, but with the remap of the B key to go to battlestations, how does one go to the binoculars?

TAB or mousewheel.



Quote:

Originally Posted by Hitman
From the Readme:

Quote:

- No more empty planesman positions. Didn't you think it odd that only one planesman was at station all the time unless battlestaions was sounded?

Actually I think that while normal cruising on surface nobody should be at the planes. They are only used when the sub divesand when it is submerged :hmm: So I think the accurate thing would be to have them manned only while at surface battlestations (In case a crash dive is readily needed) and while submerged:yep:


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.

RocketDog 04-29-07 11:59 AM

Quote:

Originally Posted by RocketDog
How can I restore the external camera normally used to follow my own sub and move between ships?

No problem - found it.

Cheers,

RD.

LZBTD 04-29-07 12:41 PM

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.

EAF19_DanC 04-29-07 12:48 PM

Great mod thanks:up:

Knight 04-29-07 08:20 PM

Quote:

Originally Posted by Ducimus
Basicaly, if your laying in wait, just off the convoys track to one side, bow pointed at the track, sort of wating for them to come by, the lead escort will usually pick you up. Essentually now you have to work your way in through the escort screen. usually what i'll do is get off the track, but keep soem distance away from the lead escort, keeping my bow roughly pointed at him. Once he passes, ill start moving in before the side guarding escort come up on my position.

That makes sense.. I usually will go under a thermal and wait for the lead to pass, pop up long enough to torp a merchant and possibly and escort (if he's at a favorable angle). This time I just figured he'd not hear me if I were all stop..

Quote:

As an side, this thread is worth a read:
http://www.subsim.com/radioroom/showthread.php?t=104377
Excellent read... :rock: To be correct for sh4, would the part about thermal layers need to be revised so that by default they only get a contact 33% or 25% (or is it 50% and 20%? too lazy to look at the current numbers) Or is it more complicated?

Javelin 04-30-07 10:46 AM

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.

letterboy1 04-30-07 11:41 AM

Quote:

Originally Posted by Javelin
Since installing FTT 2.4 I don't see the orange marker anymore. Can I use the file from SH3 to make it reappear.

SH4 uses as different file format than SH3 . . . at least going by the file extension. Somebody around here might have backed up a copy of it who can send it to you if you don't have it. If I remember, I'll look when I get home.

CaptainCox 04-30-07 11:52 AM

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.

Ducimus 04-30-07 11:56 AM

Quote:

Originally Posted by CaptainCox
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.

Yup.

CaptainCox 04-30-07 12:04 PM

:up: :know: :yep:
Not bad for a grunt hey LOL.

GuillermoZS 04-30-07 05:34 PM

Thank man! :up: Gameplay is 200% better now :D

LZ_Baker 04-30-07 08:15 PM

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.

Buzz313th 04-30-07 08:35 PM

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

Ducimus 04-30-07 09:16 PM

@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 ;) )

Buzz313th 05-01-07 12:11 AM

Quote:

Originally Posted by Ducimus

@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 ;) )

Thanks for the advice, but I actually decided to give it a try once more without any changes to make sure I wasn't just a crappy sub captn :lol:

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


All times are GMT -5. The time now is 12:16 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.