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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#121 |
Black Magic
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Just remembered why the Airplane AI is so dumb.....the devs didn't give enough commands or control over them. What you see in this mod is about the best I can make the Airplane AI do
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#122 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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![]() Edit: I have to hand it to you TDW, this mod is making me want to stop modding SH5 and start playing it ![]()
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! Last edited by SteelViking; 07-12-10 at 03:41 PM. |
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#123 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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And since my stupid Script Editor keeps CTD, can't Mod due to it - I may just go play in SH5 for a while ![]() |
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#124 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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Darn, I was hoping you would be able to work that problem out.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#125 |
Stowaway
Posts: n/a
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Some AirCraft dropped dye or smoke markers on a Subs last known position.
![]() Mostly the larger AirCraft did this to vector in follow up Units. Adapt the Oil slick with a Yellowish Green for the Dye marker. Adapt any smoke effect as needed. There you have the special Bombs. Later years, they dropped sonar buoys to radio the Subs location. I have the modded dye markers and sonar stuff for SH4 never released. |
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#126 |
The Old Man
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Things are shaping up
Operation Weserjbung: IRAI_0_0_7_ByTheDarkWraith
Disclaimer: My boat has the Improved Tarnmatte Upgrade Pack installed...Repeating what I am describing below with out this Upgrade Pack it is not possible with this MOD. I tried, 4 times. Situation: I engaged the Task Force in Narvik Territorial Waters. I approached the Task Force 1200 Meters off Head-On from the Battle Ship to avoid lead Destroyer. My course 251 degree, Silent Running <= 1 knots, Depth 27 Meters. Torpedo's: Tube #1 = Type-III Electric Tube #2 = Type-III Electric Tube #3 = Type-I Steam Tube #4 = Type-I Steam Tube #5 = Type-IX Electric-Passive Acoustic Homing After Calculating Battleship's speed and course using sonar only (because the enemy ship can visually spot me if I use the scope to much at my current range.) I moved into a 85 degree, Starboard Side impact attack position, range approximately 800-900 meter. Set Electric Torpedo Depths to 6.5 meters, Impact Detonation. I set my Steam Torpedo Depths to 6.9 Meters, Impact Detonation. Calculated Electric and Steam(Fast) torpedo run times for 900 Meters so the Steam Torpedo's will impact 10-15 seconds after the Electric Torpedo's. Type-IX Torpedo set to Depth of 1.1 Meters. Opened all Torpedo Tubes and waited for the Lead Destroyer to pass bearing 0 (zero) and raised up to 15 Meters. Up Periscope just to get position fix on Battleship then Down Periscope. Battleship is right on my estimated course line I calculated earlier. When Battleship passed bearing 340 degree I raised the Periscope, locked on to the Battleship and fired tubes 1 and 2 aiming for Foreword Deck Gun and lowered Periscope. When the target passed bearing 346 I raised the scope and locked on and fired tubes 3 and 4 aim Mid Ship. Set new Depth to 150 meters maintain all stop. As I am descending I picked torpedo's to load. I can hear the Battleship now. It just now increased speed because it see's the Steam Torpedo's. 2 seconds after the target increased speed the two electric torpedo's impact, Shortly after (5-7 Sec) both Steam torpedo's impact. I have not been detected yet, current depth 75 meters I set speed to just under 1 knot. Immediately I hear 2 destroyers fire up their engines, one to port and one to Fore Starboard so I deployed a decoy, set speed to max for 30 seconds, then set all stop and coast. External View - located decoy. The destroyers score several hits on the decoy, my boat rocked a little but no one is screaming anything about damage so I am OK. I continue watching the decoy for approximately 5-10 minutes. My depth is now 151 meters, set speed to just under 1 knot, set course to 135 degree. Destroyers stay focused on the decoy. Several minutes pass, I am using the Observation Periscope now, monitoring the area directly above me for any ships. I spot 1 destroyer closing from my port side that obviously hears me because it stops, so I go all stop as well. 30 minutes pass and all the destroyers start moving off. After waiting another 10 minutes I set course 90 degree speed 2 knots and I escaped. Morale of this story - the destroyers left the area after approximate 1 hour. So things are really shaping up. |
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#127 |
Ace of the deep .
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The funny thing is , british coastal waters has become the hardest mission now with plenty of planes and shallow waters . Well maybe not that funny , as i am not looking forward to doing it .
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#128 |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
Uploads: 3
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DarkWraith, have you seen this new Thread that came about after Elanaiba posted that there is a [slim] possiblity of a new Patch? He recently asked this Community what improvements they'd like to see.
Here is the link: http://www.subsim.com/radioroom/showthread.php?t=172155
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***THE GENERAL*** |
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#129 | |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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Anyway, those who were in charge with the scripting part of SH5 should quit their job and start another career. Obviously they suck hard. |
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#130 | ||
Black Magic
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There's one problem with the hk groups: if a convoy has multiple hk groups then all of them will converge on you. There is no way that I can say group x don't respond other than if their distance from you is x meters. Wish they gave ways to better control the AI. Once an hk group detects you it's extremely hard to get away - currently I'm trying to add the ship that just sits there waiting for you to surface again. Now the hk groups don't have to be in convoys - they can be their own group as the game models. You could run into a task force and never survive it. Last edited by TheDarkWraith; 07-13-10 at 07:15 AM. |
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#131 | |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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![]() Regarding the HK groups, as far as I know those were not regular escorts and their director was the Black Swan type destroyer who was the "director". Regular escorts had no sofisticated tools to hunt down a sub, they main objective was to protect the convoy and keep the sub busy until the convoy gets into safe waters. |
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#132 | |
Black Magic
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#133 |
The Old Man
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Would it be possible to reduce enemy visual detection. A Task Force can spot my attack periscope barely out of the water at 7,000 meters. I would think they would see my periscope at a range more like 4,000 and Merchants should be able to detect the periscope at 1,500.
I have nothing to back this, just ranges that sound a bit more realistic to me. |
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#134 |
Ace of the deep .
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I was near a convoy at night concentrating on getting close , it was dark and i could barely see the ships . I was at peri depth . Benno gave the nearest warship at 343 at long distance . So i gave the order to increase engine speed to 5 knots . I rotated the scope to about 40 degrees to have a look and a destroyer nearly filled up the scope view . He didnt detect me though .
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#135 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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I tested the Intelligent Random AI MOD. I would like to give feedback to @TheDarkWraith.
1.DD high frequency of firing depth charges,The result is not sink SUB when DD run out of depth charges . 2.Launch depth charges hit rate is too low, basically blind shot。 3.Destroyer slow response speed 。 My test mission: submarine VS destroyer x3。Properties all are elite of the destroyers.submarine diving 50 meters and stop ,30 minutes late,Although the submarine very serious injury but destroyers still not sunk Submarines, Expectations: 1. Destroyers close to SUB t by the Z word. 2.Improve the hit rate of firing depth charges. 3.Improving the sensitivity of destroyers. 4.Destroyers can attack periscope. ![]() |
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