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http://www.subsim.com/radioroom/show...=137725&page=2 post # 28 dl : http://www.mediafire.com/file/hznygz...mine_4_KD3.rar keltos |
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where are you with those diving/firing torps AI subs ?
I'm dying to try them out, they are Fleetboats right ? do you have a tutorial on how to make one of those ? I would like my Class T submarine to be AI... regards, keltos |
http://img63.imageshack.us/img63/5992/14793844.jpg
would one of these fire torpedoes at you ? does the US side have their equivalent ? keltos |
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As for your picture, it's just a DD with torp launchers and all the US DDs have launchers. I don't know if anyone made them workable or not but it should work the same as the IJN ones do. Peabody |
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Only problem is that AI units will try to hit submerged subs with the deck gun. Quote:
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and doesn't the AI notice the submarine is deeper? What about setting a limit to negative elevation of the guns? :hmmm: |
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And I don't know of any way to make a unit invisible to sensors. |
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well no, actually it uses its submerged draft as aiming point. And since the sub floats 50m above its submerged draft...
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Oh I see....but why did you put the sub 50 me above?
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So basically the "problem" created is making the sub appear submerged but make the game think it is on the surface. By doing this in my case it allows the sub to move and in Darkfish's case it makes the sub able to 'shoot'. But one problem: it is not where the game thinks it is. I wanted to have DDs drop DCs on it but the game thinks it is on the surface, so they shoot at it instead. So i imagine Darkfish, although he did it different than I did, created a sub submerged depth and then put the actual depth above that so the game would think it is on the surface. Correct me if I am wrong Darkfish. I have been watching this with interest since I do not have firing torpedos. Peabody |
good news - after some final testing and tweaking I find them 'fit' to be released, which I'll do when I've got the chance. (the torp launchers that is, the AI U-Boats will have to wait a little while)
Don't expect a wunderwaffe though, average test mission results show: -distance between target (me, balao) and attacker (AI, sampan01) 4000m , constant target speed/heading, target speed between 5 and 15 kts, wind speed 5m/s -25 to 28 out of 30 successful torpedo launches -up to 13° deviation in launching direction to either side of the solution (so that's a 26° spread*) -0 to 2 hits, 1 to 5 near misses**, partly related to distance***, partly related to solution angle in combination with target speed/heading, related to weather* -weird results at extreme target speeds/angles (like torps heading in the wrong direction) This means at a distance of 4000m in calm weather: -the average hit percentage is about 4% -the average near miss** percentage is about 11% Thus I think this weapon will only be effective against taskforces, convoys or zigzagging ships. * depends on wind speed and ship type, at high wind speeds the spread angle can drastically increase as the ship rocks on the waves ** torpedo passes within one ship length in front or astern of the target (@4000m) *** at close range I can get up to 10 hits under good circumstances |
good news at last !!!
excellent work there Darkfish ! I approve of the analysis you made of the hit percentage :up: keltos |
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