Quote:
Originally Posted by mike_espo
Just downloaded TTs tweak tool. Changed rudder drag settings to 0.007 and now AI is dumber than ever.....they make 3 or 4 inept passes and leave...just as before.
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Yes Mike you are right in the sense that 0.007 is a bit too much and does not yet solve the ai issue. I had ubered my sensors slightly in my tests. Uber meant xtra 1000-2000 on ranges and stock arcs and stock sim.cfg. That and the fact I tested Gibralta. The whole point was to show that different turn rates have different effects and avoid group huddles and if done right, could have the potential to widen the dd covering ground when combined with killers etc.
Like I said, it has to be looked at properly and cannot just expect that this solves the ai cos it dont.
The point is that they take longer and thus make wider turns. If you uber their sensors more than average, they do and can be used as shadows which makes the hunting ground larger and more varied. This is all going to be about ship selection, combination and sensor use.
Listen all,
Hydrophones are the primary detector unless you are within active range (Well observed gould you noob).
Hydrophones in this game use the subs RPM as their primary number and things like wave and noise act as the nerfs.
CB, Dumicus, DT and probably many others already know this and have worked on it for some time.
I guess that over the next few weeks, you will find many adjusted mods concerning hydrophones and the fact that they will now probably start to be able to detect silent running subs. That good progress as far as the ability to just go silent and remain cloaked is now gone.
Actives are run by surface area and some tweaks on that may vary them also.
We spent so long messing with the actual ranges and arcs etc (I did anyway) It could have been as simple as turning up RPM and then adjusting wave and noise.
I think Dumicus and CB got this idea before anyone else. I would see what NYGM have done but after reading their description they too may have already cottened onto it also.
It seams logical to get a stable Hydrophone setting that gives the DD more intelligence and gets rid of the hiding under silent running all the time threfore DDs not going to hunter state.
Personally, I am waiting for what either CB, Dumicus or NYGM have produced and seeing their methods. I do think were are getting very close to a decent methodology for passives though.
I dont know how people feel about the actives. I think they work but they work too well at times. I want it back to their natural arc 90 degrees but may change surface area to see if i can get a hit and miss situation.
CB may have found something good but he is testing it out.
The big problem with this game IMHO, is that the DEV team really wanted it to be precise by the sence that they added so many various sensors.
Just stick to two parts of the war would be my best option i.e. early war sensor and late war sensor. Use the spares for use with wide radius ubering.
Dont go to the 0.007 extreme turn radius unless your going to have two types of hunters i.e. the shadow and the killer, a bit similar to Dumicus idea.
However there is room to vary turn radius just for slight variations which do look from above to be a better hunt.
You know I am right so just get on with it :rotfl: :rotfl: only Joking, its a murderous task to combine all this info this early into one package to please everyone.
I dont envy the person whom releases this mod but it does need doing and it is probably best to keep quiet and just release it so people need to play it to pass judgement on it.
I am leaving the forum for 7 days and expect this done when I return

,
You have your orders

(again only joking)