SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 02-01-12, 05:59 PM   #1666
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by sober View Post
Ok , i changed it to 0.3 and my crew spotting in stock fog is perfect now . 0.5 the crew could see way too far into the fog . any comments .
Excellent. I'll update the mod
TheDarkWraith is offline   Reply With Quote
Old 02-01-12, 06:09 PM   #1667
pedrobas
Seasoned Skipper
 
Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
Uploads: 0
Default

Quote:
Originally Posted by sober View Post
Ok , i changed it to 0.3 and my crew spotting in stock fog is perfect now . 0.5 the crew could see way too far into the fog . any comments .
Sober how is it that you´re not using you own "best ever fog" and you´re back to stock ?
pedrobas is offline   Reply With Quote
Old 02-03-12, 06:22 PM   #1668
Dignan
Seasoned Skipper
 
Join Date: Mar 2008
Posts: 698
Downloads: 262
Uploads: 0
Default

Quote:
Originally Posted by TheDarkWraith View Post
Excellent. I'll update the mod
Just curious if you've updated the download with the new fog visibility changes?
__________________
Dignan is offline   Reply With Quote
Old 02-03-12, 06:50 PM   #1669
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

Quote:
Originally Posted by pedrobas View Post
Sober how is it that you´re not using you own "best ever fog" and you´re back to stock ?
Best ever fog is adjusted so medium is more like light fog . Stock fog is harder .
THE_MASK is offline   Reply With Quote
Old 02-03-12, 10:51 PM   #1670
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by Dignan View Post
Just curious if you've updated the download with the new fog visibility changes?
No I haven't yet
TheDarkWraith is offline   Reply With Quote
Old 02-04-12, 06:37 PM   #1671
Captain_AJ
Crusty
 
Join Date: Jun 2005
Location: USA
Posts: 649
Downloads: 334
Uploads: 0
I noticed !

Iam in the middle of Operation drumbeat .. I had to re-fuel at the KM tanker as I Notced that its very rare that there are any patrol aircraft , patrolling around the eastern USA ,, Is this normal . I understood that IRAI would make that become more realistic . I read another post that a another captain was on his way to re-fule with the KM tanker and got attacked four times and hd to crash dive on all of those occasions . I have only seen 1 aircraft . Its seemingly like I have my settings @ -100% . is that a setting or a glitch ? Ok iam a hard core simmer . I would love the challenge of fending off air attacks .. On that one occasion I crashed dived and heard the plane fly overhead and tha I didnt hear anything at all .. When I gave the order to dive I have a seeting of 10 secs before the crew , execute the move ..

Is thier something wrong that iam nort getting the same intensity as other Capitains ?
__________________
Captain AJ

Captain_AJ is offline   Reply With Quote
Old 02-05-12, 04:55 AM   #1672
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

The areas around where the re-fueling ships are have a threat zone attacked. This will stops (reduce) any attack ing that area.

Go closer to the coast and patrol - you will see planes then
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 02-11-12, 04:49 AM   #1673
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

After testing i have come up with these figures .
;Submarine player sensors detection parameters
[SensorParameters]
;Visual.
Visual range factor=0.4
Visual fog factor=0.9
THE_MASK is offline   Reply With Quote
Old 02-13-12, 05:23 PM   #1674
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Hi TDW

I know you are busy with the importer – so please just note this post for later.

I have been looking at the tactics for the AI U-Boats and trying to understand how they work. Looking at merchants first.
When a U-Boat is within 20,000 of a merchant and is daytime (does this mean there is also a night tactic?)
I'm guessing it will do the following:-

Set engines to full speed if sub is undamaged and
If merchant is more than 14km away but under 20km it will check ship speed.
If Boat speed is faster than ship speed – it will head to ship on surface – if not it will follow its waypoints. (not chase)
When closer than 14km but further than 7.5km (7.5 = visual range?)
Run on surface.
This one I’m not sure about – what does “stilltarget” mean – is it that it still thinks of it as a target?
If damaged – set depth 40m
When distance is less than 7.5km but more than 3.5km – attack with deck gun (this does not work btw – gun does not fire)
But if damaged – goto 40m and stay at full speed.
When boat is between 2km and 3.5km – turn towards target – set speed to 3/4 and dive to 11.5m (could this be changed to 13 or 14m? a lot of the scope sticks out the water. also could it be set to only raise scope for 30 seconds and raise again after a minute or two?)
Head to target trajectory – I guess this is where to point for firing at a zero gyro?
Fire torps.
If boat gets to under 2km but over 1km – reduce speed to 1/4 – point and shoot.
When boat gets under 1km – set speed full and goto 31.5m

Does these steps repeat until torps run out?

When watching all these steps in the game – I can see them following this process.
But sometimes – something goes wrong and the boat will surface when they are too close.
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 02-13-12, 05:34 PM   #1675
Stormfly
Serial Port Protector
 
Stormfly's Avatar
 
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
Default

plz if possible limit the sub`s submerged approach speed also to only half ahead (maybe 4 knots), all over that do way to much noise and appear unreal.
__________________
Stormy......

Stormfly is offline   Reply With Quote
Old 02-13-12, 05:40 PM   #1676
Stormfly
Serial Port Protector
 
Stormfly's Avatar
 
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
Default

Quote:
Originally Posted by Trevally. View Post
But sometimes – something goes wrong and the boat will surface when they are too close.
...would it be better and much more real skipping the whole surfacing / deck gun attack rule ?
__________________
Stormy......

Stormfly is offline   Reply With Quote
Old 02-13-12, 05:46 PM   #1677
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by Stormfly View Post
...would it be better and much more real skipping the whole surfacing / deck gun attack rule ?
This does not happen when contact is escort/battleship. (still reading this one)
So it is for when there are only merchants.

As soon as damage is taken (merchants fire and cause more than 25% damage) - it will dive to 40m
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 02-13-12, 06:24 PM   #1678
Stormfly
Serial Port Protector
 
Stormfly's Avatar
 
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
Default

Quote:
Originally Posted by Trevally. View Post
This does not happen when contact is escort/battleship. (still reading this one)
So it is for when there are only merchants.

As soon as damage is taken (merchants fire and cause more than 25% damage) - it will dive to 40m
i think this routine isnt working properly, anyway even if it would work, it is highly unrealistic. i am also not shure if it would be possible, to check if the boat have a deck gun at all or if the target is allready heavy damaged.

i know tdw was working hard about making the subs use the deck gun but ithink he didnt got it to work atm. so there is realy no point atm, even with a deck gun, the sub wont fire it.
__________________
Stormy......

Stormfly is offline   Reply With Quote
Old 02-14-12, 06:03 AM   #1679
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Yes - not sure if it just gets confussed

There are actions for the AI sub on its own, if an sub is near, if a merchant is near, if and escort is near and if an unknown contact is near.
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 02-17-12, 05:17 PM   #1680
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

Quote:
Originally Posted by TheDarkWraith View Post
Excellent. I'll update the mod
Leave range factor at 0.5 please . The fog factor is better at 0.9 though .
THE_MASK is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 03:01 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.