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Old 08-11-10, 06:47 PM   #406
Capt Jack Harkness
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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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Old 08-11-10, 06:54 PM   #407
TheDarkWraith
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Quote:
Originally Posted by The General View Post
Are Leigh Lights modelled in the game? If not, can they be?
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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Old 08-12-10, 02:38 AM   #408
PL_Andrev
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Quote:
Originally Posted by TheDarkWraith View Post
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)?
I'm sure about:
  • Consolidated B-24 Liberator
  • Vickers Wellington
Usying: June 1942

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Old 08-12-10, 04:56 AM   #409
Capt Jack Harkness
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And it looks like this:



http://en.wikipedia.org/wiki/Leigh_light
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Old 08-13-10, 09:44 AM   #410
PL_Andrev
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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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Old 08-13-10, 02:26 PM   #411
Kromus
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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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Old 08-13-10, 04:58 PM   #412
TheDarkWraith
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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 Also according to the info received the sub AI should be firing their cannons so I'm trying to figure out why they aren't.
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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Old 08-13-10, 05:24 PM   #413
qweasd
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i'm fine with the mod as it is, but what about gaining control over the other subs. Like, set navigation paths for them to follow, so the player is like the admiral of a fleet of subs.

That would give a new dimension to the game.

Good job btw TDW
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Old 08-13-10, 05:27 PM   #414
TheDarkWraith
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Quote:
Originally Posted by qweasd View Post
i'm fine with the mod as it is, but what about gaining control over the other subs. Like, set navigation paths for them to follow, so the player is like the admiral of a fleet of subs.

That would give a new dimension to the game.

Good job btw TDW
don't think possible. I don't see anything in documentation that even hints at controlling the AI subs
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Old 08-13-10, 05:35 PM   #415
elanaiba
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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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Old 08-13-10, 05:43 PM   #416
TheDarkWraith
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Quote:
Originally Posted by elanaiba View Post
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 ...
ah so the game reads these mis files during the game and not just at game start?
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Old 08-13-10, 05:52 PM   #417
elanaiba
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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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Old 08-14-10, 02:47 AM   #418
PL_Andrev
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Quote:
Originally Posted by TheDarkWraith View Post
starting work on v0.0.16.
(...)
Sadly, there is no command to lower the sub AI's periscopes once they are raised
Great news!

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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Old 08-14-10, 07:01 AM   #419
PL_Andrev
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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.
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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).

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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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Old 08-14-10, 07:19 AM   #420
7thSeal
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Quote:
Originally Posted by TheDarkWraith View Post
Anything else? How's the ship AI? Too difficult, not difficult enough,....?
I like the balance of it, get pounded sometimes and yet other times I'm able to sneak away and the tension is high during the hunts.

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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