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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) |
Your talking about AI, not UI. For that, there is only 1 mod to use: IRAI.
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Yes of course I meant AI - sorry:)
Thanks, ,I will try this IRAI mod then. |
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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 |
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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. |
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? |
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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 |
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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? |
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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. |
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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