View Single Post
Old 11-26-05, 10:31 AM   #133
CB..
Ace of the Deep
 
Join Date: Apr 2002
Location: UK
Posts: 1,278
Downloads: 0
Uploads: 0
Default

here's an additional point--

i just ran another campaign patrol
found a convoy in medium weather- slightly choppy seas--
and found that i was "undetectable" even at close range by the DD's
i sank some ships reloaded at ahead standard along side the convoy at around 3,000 metres from an escort (they were so sensitive in the previous patrol that this would have been deadly)
then sank some more--lol

i know the sea conditions do effect the DD's sensors but i had reduced this effect by half in the sim.cfg--

but here's the argument illustrated regarding the DD's dumbness

i added airsupport to some of the DD's a while ago--
and every time i torped a merchant a group of aircraft would instantly appear and bombard the place with DC's--where-as the DD's just acted like nothing was happenning and remain stubbornly in their normal escort locations--

i mean even tho i was submerged (at 25 metres each time) and the aircraft had no contact to attack they still "had a go" and attacked more or less randomly in the general area--so why didn't the DD's do the same thing---surely they should adopt a search pattern if nothing else---if the DD's had adopted some sort of search pattern it's pretty certain that sooner or later one would have randomly wandered close enough to pick me up (if i stayed close to the convoy to attack again)

once detected it's a different problem altogether--why do they need to detect you before commencing a search pattern?
when it's obvious your there after a ship gets torped?

the aircraft didn't need any prompting--

there's only so much you can do about this sort of stuff with-out having a better picture of how the AI is actually working

i noticed the generic AI sensor stuff too Red'-- wonder if theyre's any relevance to it?

the whole thing is incredibly complex given the weather date uber and dumb DD's it'sgoing to be next to impossible to come up with somthing that works well gameplay wise in a full campaign--mainly because the AI doesn't adapt to the sensor changes or weather conditions--we got a dynamic campaign out of the Dev's and fair do's for that - what is needed these days is dynamic AI- AI that adapts it's tactics to differing conditions and sensor capabilites- it's not difficult-- after all if the AI adapts to it being dark by switching on the search-lights- it shouls be no more difficult for it to adopt wider search patterns after a ship gets torped and during rougher weather--it's no different

if a ship gets torped and the DD's can't find a contact it should adopt different search areas and continue searching untill it does!! (or X amount of time goes past since the last sinking)

we have the lostcontact time but that only applies to what the DD's does AFTER it has founf a contact-- not before?

on the DC noise factor after a drop perhaps giving the sonar/hydrophones a large minimum range (200 metres?) would create a blindspot after a drop at least for the DD that made the attack run--if not for the others
it allso would mean that it wouldn't be able to detect anything directly under neath itself--that's if it actually means anything
__________________
the world's tinyiest sh3 supermod-
and other SH3/SH2 stuff

http://www.ebort2.co.uk/


The best lack all conviction, while the worst
Are full of passionate intensity.

W.B.Yeats
CB.. is offline   Reply With Quote