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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#406 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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That would be cool! It'd add even more to the fear factor of a night-time air attack.
I can just imagine the faces of the deck watch when caught in the glare of one... ![]() |
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#407 |
Black Magic
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I don't see them in the .eqp files for the planes. I don't see why they couldn't be added. What does it look like on the plane (looking for an ingame shot) so I can see what to try and add to them. Also, what planes had these (SH5 wise)?
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#408 | |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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#409 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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#410 |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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TDW,
Please remember about two my requests, which can have influence to current AI abilities and tactics: These requests are close to "real life": 1. Active sonar range: It should be correct for value: Max Bearing = 60 2. Less durability of conning tower The conning tower has to high durability for other uboat rooms. This is small mod which helps you find the correct way: http://www.filefront.com/16162407/PS_damages.zip/ [conning tower has 10x less durability] [other uboat's rooms have 50% of stock durability]
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#411 |
Lieutenant
![]() Join Date: Mar 2007
Posts: 250
Downloads: 140
Uploads: 0
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Amazing work on planes and ship AI (came back after about 2 months and I see things are getting better and better like SteelViking mods, environment mods etc).
Finally AI escorts and planes are doing something so I can`t eradicate whole convoy at P depth while escorts are shadowing me, great job on this mod (not unrealistically tough or easy). ![]() |
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#412 |
Black Magic
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starting work on v0.0.16. This version is going to look into what Antar posted above and also give the sub AI different tactics for different ships (merchants, escorts, unknown). Also got some info back from the devs so I'll be making some changes based on that info. Sadly, there is no command to lower the sub AI's periscopes once they are raised
![]() Is there anything else I need to look into? I'm also going to look into adding lights to the planes Antar mentioned. Anything else? How's the ship AI? Too difficult, not difficult enough,....? |
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#413 |
Watch
![]() Join Date: Mar 2010
Posts: 15
Downloads: 72
Uploads: 0
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i'm fine with the mod as it is, but
![]() That would give a new dimension to the game. Good job btw TDW ![]() |
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#414 | |
Black Magic
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#415 |
Ace of the Deep
![]() Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
Downloads: 3
Uploads: 3
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I could see 2 possible - if far fetched - options for submarines to be more reactive to player actions:
1) use the "patrols spawned from base nodes in relation to threat areas OR 2) use once a player sends a contact report, use an external tool to analyze the coordinates and generate a mis file with wolfpack headed to intercept. The campaign can dynamically merge mission files if an objective is achieved or failed so maybe a trick can be pulled there ...
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#416 | |
Black Magic
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#417 |
Ace of the Deep
![]() Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
Downloads: 3
Uploads: 3
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I'll have to verify on Monday just to make sure about the technical solution we chose for the layer merge, but my memory says "yes".
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With strength I burn... |
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#418 | |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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I know that AI sub are attacking on full speed. Maybe good solution is deep 20m if sub AI is not attacked (only moving)? Periscope head will be under water...
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#419 |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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Test with no IRAI mod / only stability checking test with other mods (my SH5 was CtD before)
I played yesterday "historical mission / operation Pedestal", used Italian taskforce as AA shield. When I was on the supposed way of the main convoy, I used counter-course to intercept enemy, sometimes hydrophone using. Mission end with 0 BRT (enemy not spotted) Observations: 1. In this mission player cooperates with friendly taskforce and friendly 15-20 airplanes. Of course, at all units radio was broken and nobody inform about spotted enemy position a) class: warship, escort, merchant, b) position on map, c) time when spotted This is role of 'send contact report', right? AI should send contact report if enemy is spotted every 5 minutes and send report to player's map. 2. In first few waves of enemy airplane attack, the main target was... my submarine. 3. At last few waves of enemy airplane attack, the main targets was Italian BB (high-AA), but nobody attacks CA Trento (light-AA). 4. No anti-naval torpedo type attacks by planes, all proceeded bomb-dive attack. 5. No 'observation mode' (see point 1), only attack with or without ammunition on planes. __________________ Tests with last IRAI, this same mission: U-boat status: sunk by aircrafts fire. ![]() Observations: 1. After first attacks Italian taskforce crash formation. One BB stops machines (damages?), CA run 90° right alone. CtD. After reload mission stopped BB is swimming (?). 2. Many attacks was proceeded on my submarine (no airplanes bomb detected) 3. Italian taskforce after each airplane attack is high-manoeuvring, so when my sub was sunk, friendly taskforce was close to start point (without IRAI Italian taskforce didn't react on enemy fire). __________________ Tests with last IRAI + Environmantal 3.0 Mod I , this same mission: (Mod available at http://www.subsim.com/radioroom/showthread.php?t=166178 ) Instead 50 enemy aircrafts I saw only one, and I found enemy taskforce. Strange... the weather looks better than stock environmental mod... ![]()
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![]() Last edited by PL_Andrev; 08-14-10 at 11:16 AM. |
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#420 | |
Samurai Navy
![]() Join Date: Mar 2010
Posts: 592
Downloads: 199
Uploads: 0
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![]() One thing I've noticed after you made the depth charges more powerful is that Destroyers will sometimes blow themselves up exploding them at a shallow depth when trying to kill me. Had seven DD on me one time and three of them took themselves out. |
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