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I had the same problem with the wolfpack mission showing.... I found that if i loaded an historical mission (eg. pedestal), then quit, then the wolfpack mission, 5 of em, showed up. I'm guessing its a stock game bug. :hmmm: |
possible help
I have noticed something strange on funnel smoke mission that if i torpido carrier even if i hit front of it then propellers drop off and no other hull damage.:hmmm:
Could be reason for speed drop to near 0 then eventually 0 and task force follows suite, Just something i found by chance will test more later. |
Um, there is no 'Funnel-Smoke' Single mission in my download of v0.25 :hmmm:
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TDW, can you make your older versions available again? Like v0.15-17. I really loved those and I miss them. At least until you figure out how to fix the current bugs. |
I found CV Illustrious, 2 BB's and 11 dd's
I sank CV Illustrious, then 9 DD's began hunting me I sat level at 146 mts and stopped DD's went on hunting me for 36 hrs Then I reverted to stock and evaded:) However I think Is it realistic that 9 DD'S stay on a silent sub for 36 hrs, leaving warships with only 2 DD's? How long do they stay on place? Btw,when I evaded before surfacing I got peri depth and found 3 DD's waiting silent for me:woot: |
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Btw two scorts for 2 battleships is not so bad. still had a good protection |
I think your work in the later versions will one day redefine AI as we know it, but until the kill leader bug gets fixed ,your earlier version .17 is the most playable imo...i will look forward to your announcement that you have figured it out or the dev's have informed you to how it supposed to work...Victory at all costs:yeah:
p.s. the help i can offer....testing and more testing |
i love the small surprises in your mods. Just sank a transport and she fired a red flare :D
Awesome! |
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Hi, just ran into a cruisers task force in the mediteranean, escort of various destroyers and frigates. (Using IRAI 0.0.25)
I decided to let them spot me on the surface, and when 4-5 escorts turned to attack me i ordered crash dive. (the 3 cruisers and 2 escorts sailed away, wich sounds good to me) Back to the action, i couldnt dive fast enough to avoid pinging so they kind of swarmed over me. The deptcharges runs were very accurate and perfectly orchestred, but somehow they would not drop DC, and if they did, only 1 or 2 at a time. I guess i don't have to mention that this method was not exactly efficient, as i didnt suffer a single damage and managed to reach 190-220m depth at silent running. The other sad part now was that it seemed i couldnt shake them off, it's early 1941 and i dont have decoys, so i have to outmanoeuver them and it was impossible to do so. I finally suffocated, but we haven't been touched by DC. (Too bad because they were passing over right on target) I don't know what the best solution would be to solve this, but i'm sure your great mind will get around this one ! :up: |
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They sat down over me for 36 hrs...the I reverteed to stock and evaded Ir appears they would remain over me for days |
speed vs DD sensors
I have the question regarding DD sensors at your mod. I made an experiment. Prepare a mission to check hop w good are sensors of DDs. I put DDs with crew from Novice till Elite in one row and check the range of a sensors on a map.
Obviously, depended to the crew a range is different. But what suprised me was how my underwater speed inpact on DDs' sensors. Look at the screen below: on 1st speed the range is rather small - it is ok http://img814.imageshack.us/img814/4...0911191507.jpg on the 2nd the range is really larger http://img801.imageshack.us/img801/9...0911191527.jpg but the next level of speed do not influence on sensors anymore :down: http://img96.imageshack.us/img96/972...0911191535.jpg it is all the time the same. I do not think that this is raelistic. How can I change it ? edit: WOOOW, I noticed that it is the same whaen you are surfaced. The visual sensor behave in the same way. |
Very " intelligent " way to check the performance of the AI, well done :up: PL_Cmd_Jacek , unless is a random efficiency performance effect included into this AI, who knows ?
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There is a 'knee' in the curve of where the AI sensors don't increase effectiveness anymore. I set the knee so that at very slow speeds of your sub you would be able to have some chance of escaping from the escorts. If I set the knee higher then you would be able to use higher bell speeds and your chances of being detected would be slim. Now that's not realistic. So the way I set it was the best compromise that I found during the development of the mod.
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