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-   -   best enemy UI mod (https://www.subsim.com/radioroom/showthread.php?t=177835)

Sbygneus 12-09-10 04:30 AM

best enemy UI mod
 
Hi,
I just wonder what is your experience with escorts UI mods?
I find elite campaign mod and feared hunters mod very unstable.
The stock enemy UI is too boring, but after installing any of these two above the escorts behave strange. They dont shoot at me even if I am on surface 50m near them, they group in threes and dont move at all or keep following me at across the oceans keeping the same distance from me (about 11 km)

Zedi 12-09-10 07:43 AM

Your talking about AI, not UI. For that, there is only 1 mod to use: IRAI.

Nufsed 12-09-10 07:43 AM

Quote:

Originally Posted by Sbygneus (Post 1550249)
Hi,
I just wonder what is your experience with escorts UI mods?
I find elite campaign mod and feared hunters mod very unstable.
The stock enemy UI is too boring, but after installing any of these two above the escorts behave strange. They dont shoot at me even if I am on surface 50m near them, they group in threes and dont move at all or keep following me at across the oceans keeping the same distance from me (about 11 km)

Do you mean "AI"? if so try TDW IRAI http://www.subsim.com/radioroom/showthread.php?t=171973

Sbygneus 12-09-10 08:35 AM

Yes of course I meant AI - sorry:)
Thanks, ,I will try this IRAI mod then.

TheDarkWraith 12-09-10 08:43 AM

Quote:

Originally Posted by Sbygneus (Post 1550333)
Yes of course I meant AI - sorry:)
Thanks, ,I will try this IRAI mod then.

IRAI is extremely hard on 1.0 difficulty settings and stock fatigue. You can adjust these to suit to taste. See the included documentation. Give it a try though at stock settings and see how long you last :DL

Sbygneus 12-13-10 02:04 PM

Quote:

Originally Posted by TheDarkWraith (Post 1550338)
IRAI is extremely hard on 1.0 difficulty settings and stock fatigue. You can adjust these to suit to taste. See the included documentation. Give it a try though at stock settings and see how long you last :DL

HA,Ha,Ha... very funny:)... I tried it ad I tell you how long I survived: Exactly as long as my batteries and CO2 level allowed:DL
This is imposible to escape! There are some factors that make it impossible. The main problem is that there is no so called ASDIC blind spot. Then, ASDIC is too acurate which wasnt the fact at greater depths because of water sality and temperature changes. Asdic range at silent speed is too great!
But I am sure You know all this DarkWraith! You didnt give us a chance, did you? ;):DL

TheDarkWraith 12-13-10 02:12 PM

Quote:

Originally Posted by Sbygneus (Post 1552899)
HA,Ha,Ha... very funny:)... I tried it ad I tell you how long I survived: Exactly as long as my batteries and CO2 level allowed:DL
This is imposible to escape! There are some factors that make it impossible. The main problem is that there is no so called ASDIC blind spot. Then, ASDIC is too acurate which wasnt the fact at greater depths because of water sality and temperature changes. Asdic range at silent speed is too great!
But I am sure You know all this DarkWraith! You didnt give us a chance, did you? ;):DL

I said that at 1.0 difficulty settings it's extremely hard. I gave you ways to change the difficulty to your liking :DL

Zedi 12-14-10 02:38 AM

TDW, can you do something about the cruisers and large warships to make them to NOT engage the subs while underwater? BB's and carriers are oke as behavior, but the cruisers are tend to join the hunt and thats not good. When such a large warship start to swing around, the result is a huge mess.

I dont think is normal that a single sub can create such a huge chaos on a large convoy that include few cruisers. Soon as the first torpedo or explosion is detected, the whole convoy is entering into a chaos mode. Merchants turn slow and sail away while the whole pack of warships, not only the escorts, are heading toward the sub. Imagine this happening on D-Day... for sure now we would live into a nazi europe :/

In the stock game the escort and warships behavior/strategy is correct, only few of them leave the convoy to hunt the sub.. the difference is that they loose contact very fast. But tbh, I prefer that strategy than having the whole royal war fleet over my head while the merchants are sailing unprotected and eventually they stop.

Sbygneus 12-14-10 03:28 AM

Actually, aircraft carriers do join the hunt. In my mission in early war, aircraft carrier , that I was to sink, to my astonishment boldly joined the escorts. If I was to grade the difficulty level of IRAI AI in 1-10 scale it would be 10 against the 1 of the stock settings:)
I am rather green at modding. I cant open those ini files. What program opes them?

PL_Andrev 12-14-10 03:52 AM

Quote:

Originally Posted by Sbygneus (Post 1553269)
Actually, aircraft carriers do join the hunt. In my mission in early war, aircraft carrier , that I was to sink, to my astonishment boldly joined the escorts.

Probably it was HK group (Hunter-Killer) - specialized group to hunt and destroy enemy submarines.

Quote:

Originally Posted by Sbygneus (Post 1553269)
I am rather green at modding. I cant open those ini files. What program opes them?

INI files? They can be opened with for example MS Notepad.
But what do you want to do with INI files?
Here is "first steps in modding" thread: http://www.subsim.com/radioroom/showthread.php?t=162702

Zedi 12-14-10 04:24 AM

Quote:

Originally Posted by Antar (Post 1553273)
Probably it was HK group (Hunter-Killer) - specialized group to hunt and destroy enemy submarines.

....

I find it impossible to imagine a HK group having a carrier engaging a sub, most likely the planes from the carrier, not the ship itself. What they can do.. passing over the sub and dropping curses and beer bottles? Any capital ship should stay far away from the sub and provide only surface or air support, not engaging a single sub... is just not their job.

Sbygneus 12-14-10 07:14 AM

It was the carrier which you have to sink in happy times campaign (southern approaches) along with 5 troop transports (north-west approaches). It swam above me among escorts making wheels or moving backwards-forwards. It didnt do enything else, no planes no depth charges.

In the readme file atatched to the mod I was instructed to go to scripts to customize the mod. But what am I supposed to do there?

TheDarkWraith 12-14-10 09:03 AM

Quote:

Originally Posted by Magnum (Post 1553264)
TDW, can you do something about the cruisers and large warships to make them to NOT engage the subs while underwater? BB's and carriers are oke as behavior, but the cruisers are tend to join the hunt and thats not good. When such a large warship start to swing around, the result is a huge mess.

I can't differentiate cruisers from battleships from carriers. To the game they are classified as Battleships. All other warships are classified as Escorts. All remaining ships are classified as Merchant. Makes it extremely difficult to do things with AI with such a small classification system.
You saw what happened in previous versions when I told the battleships to sail on and ignore the sub contact. Nothing happened with the AI (or they stopped). I have to have the 'leader' in close proximity of the contact in order for the ship AI to work properly.
The reason the stock AI loses contact so quickly is because the 'leader' loses the contact and thus tells everyone to leave and return to leader.
The only thing I can really do is increase the spiral distance the battleships stay in from the contact and decrease their speed even more to limit the amount 'chaos' that ensues when these large ships start turning with little ships around.

Zedi 12-14-10 10:18 AM

Thats sucks. I recreated D-Day in the extended campaign which means a lot of cruisers and heavy warships are included in the convoys heading Normandy. But when the first torpedo will be spotted... D-Day is off as the whole allied warhips fleet will abandon Europe just to hunt down a single sub :nope: Churchill will be very pissed :dead:


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