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Old 03-13-09, 11:31 AM   #6
Hitman
Pacific Aces Dev Team
 
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Hitman,

Are you using those values with GWX3?
Yes they are for GWX3. However, keep in mind that they are intentionally tuned in a manner that life might seem easy for a veteran that plays without manual targeting. I used those values because 1) I tend to play campaigns in late war, and I prefer to survive, 2) I concentrate much in manual targeting, so I can't pay 100% attention to everything else, and 3) I also lack time to play and thus need to use time compression.

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Another thing which I could be wrong about SH3/GWX is that time compression seems to alter sub detection. I am not talking about 1024-4096, but simply running 4X-16X. I often run at 4X-16X in AOD and SHCE when making an attack run. Given the visibility, size, and speed of a convoy, it could take 1-2 hrs of realtime for them to arrive in position. So, I usually speed up time for about 10 minutes (especially with no near escorts), then take a scope sighting and then accelerate again. I drop into real time as I set up the actual shot.

However, with SH3/GWX I got the impression that as soon as I used time compression, the escorts make a bee line to my position. Thus, in order to sucessfully attack in SH3/GWX, it seems one needs to dedicated anywhere from 2-4 hours making the approach in realtime. Now, that is fine for real life submariners, since it wasn't like they had any place else to be anyway. However, my personal time is too precious to be creeping through the water at a pace slower than walking speed for hours.

So, does time low level time compression affect SH3/GWX detection algorithms?
I can't tell for sure if there is an encoded behaviour, but I tend to think that there is a somehow "simplified" detection model that kicks in at higher TC rates to allow the game to actually go faster. However, using my new custom values I never suffered a problem with that and could use 8-32x when approaching a convoy and still be undetected unless making much noise.

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He he he ... I remember manually controlling the planes in SH2/PA. You could dive like a brick. I decided to stop using them, since I tended to think I was cheating at the speed I was diving.
Sometime later I discovered that adding a code line to the sim.ini allowed you to moderate the rate at which the sub would pitch. Worked fantastically, as you had to anticipate a lot the maneuvers and you really felt the huge inertia of so many tons of steel. It was not rare to make a crash dive and be unable to gain control before crush depth, or broach the surface when climbing fast.

Unfortunately this arrived too late for SH2

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I really liked what you guys did with SH2/PA. It was incredible genious turning a static campaign into a dynamic campaign. However, the two things which killed SH2/PA for me was:

(1) The escort AI was really dumb. Like only the nearest escorts would engage you. Those more distant would pleasantly ignore you. Also, collisions between ships were quite common. In AOD and SHCE, if you failed to disengage, you would pretty much draw everybody sooner or later (unless there was a wolf pack ... in which case, the smart thing to do was let someone else attack first on the opposite side of the convoy). Also, the escorts would become dettached from the convoy and never rejoin it. So, if you could reacquire the convoy, it would be stripped of 50% of its defense.

(2) You couldn't save your games and load didn't work. I just didn't have time to complete an entire patrol in a single evening. Now, I had cloned my XP partition just for SH2/PA. Thus, when playing under the clone, I would just hibernate the partition when I wanted to do something else with my PC. When I rebooted the partition, I was once again be back in SH2/PA. However, maintaining an entire cloned partition just to play a single game was too much trouble. So, I gave it up.

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I imagine that must be very frustrating for the PA and GWX/NYGM/ACE Teams. You put in all this fine work and yet the game still has some flaws that you can do very little about.
About the encoded Ai there is not much you could do. However CB discovered a way to have escorts work differently and I even created a random campaign generator for careers in the Arctic using this idea adn Rossbach's code as base. It is still available somewhere

The new system worked by spawning escorts and aircraft from the convoys when you got close enough. Thus you got escrots effectively independent from the convoy that would always be there when you close in, patrol randomly around the area, and attack you in pairs or single handedly.

Again this came too late for SH2

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SH3 also has save/reload problems. Very irritating.
Yeah it has some, but you can reduce them a lot being cautions as to when and where you save. I actually haven't had many problems with that.

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Despite Stiebler's weather fix, the weather in SH3/GWX is still kind of odd. Weeks of heavy rain and other times the sea could be as calm as a lake. For my money, AOD had the most interesting weather. Weather would vary by hour along with lighting and fog. (The only issue was that silly circle which gave you surface visibility even when submerged.)
Weather and lack of wolfpacks are SH3 main problems, yes.

I have been tweaking around and have however found a way to have a more custom weather, it is not perfect but at least you can have a realistic weather for the area/time of year you are patrolling. It works by creating three different weather files (fair/moderate/rough) and enabling the one you need via JSGME before your patrol. Then you have the proper weather during your mission, no permanent storms, rain or whatever.

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