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-   -   An apology to Propbeanie and the team. (https://www.subsim.com/radioroom/showthread.php?t=246702)

4H_Ccrashh 09-11-20 04:08 PM

An apology to Propbeanie and the team.
 
I have posted in the forums about how I thought the AI were too easy in Fall of the Rising Sun.

Turns out the problem with the AI was of my own making.

I figured I would go back to TMO where the AI were more of a challenge.

I don't play a lot of hours in a week so I am still in my first mission. I have delivered groceries to Formosa as the SS Piggly Wiggly and was ordered to patrol around Convoy College.

I ran into Nippon Maru (no escort) and sank her.

Following that I continued on patrol and picked up a huge sound contact.

A Japanese task force of 2 BB, 2 CA, and 10 DD as escort.

Made a good approach fired 4 torpedoes at the lead BB and dove deep immediately, did not try to watch for hits.

3 of four fish hit.

Four DD's came over,, sniffed around,, dropped 1 depth charge and left.

Here is where it gets even more wonkey.

All but 2 of the DD's left (still no more depth charges ,, no sonar pings,, )

I'm thinking to myself

"Self, Something is rotten in Denmark"

Out of frustration I surfaced the boat and gunned it out with the 2 destroyers, sinking one and damaging the other before getting hit and having to dive and go deep.

Still evaded and got away.

Remember.....

This is with TMO..

After some deductive reasoning I knew it had to be a mod I was loading.

Unloaded all of my mods except TMO and played the single mission against the convoy in 1944.

Stayed on the surface until the escorts were shooting at me then went down to 300 feet silent running speed 1 knot.

The "cans" were on me like stink on crap and tore me up.

So now that TMO was working correctly I started loading mods one at a time running the same mission to see if there was any change in the a$$holeness of the escorts.

YEP!!!

It was an environmental mod of all things.

Now that I have that piece of wisdom, I'm excited to reinstall Fall of the Rising Sun and "have me some fun"

Sorry Beanie it was my own mod soup that caused my problem.

propbeanie 09-12-20 08:25 AM

No apology necessary. Of course, that is one reason we stress the "compatibility" of mods that a person uses. The environmental mods are birds of a different stripe, in that you could relatively easily understand their impact on visibility, but the game basically runs on "visibility", so the mods affect every aspect of the AI response (radar, sonar, etc), including your sub's crew. (The radar & sonar are 'visibility' sensors)... getting a balance can be tough. When we first started on FotRSU, the enemy was on your boat like stink, before you were even within reasonable visual range, or they would shoot a shore gun at you from over 9200 yards, and hit the conn. This problem was probably from mixing v1.2, 1.3 and 2.0 of the FOTRS mods together - slightly different environmental settings... so CapnScurvy did a lot of testing with the AI, and managed to get it turned down. Now we're trying to get some add-ins for those that "like it hot"... :har: - but again, it ain't easy getting that "balance". :salute:


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