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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2176 |
Samurai Navy
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That is kind of wrong. Think about nighttime engagements and searchlights. Naturally they should have a very high sensitivity inside the area the searchlight illuminates.
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#2177 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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#2178 | ||
Navy Seal
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Location: CJ8937
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@ TDW
as already pointed by Trevally, have you already seen the following IRAI-related posts by Serge65? Quote:
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#2179 |
Watch
![]() Join Date: Aug 2013
Posts: 25
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Hello,
Perhaps someone can answer my question. It seems that IRAI is running only if the player is sub is not far away ennemies units. I mean, if the player is sub is for instance at a distance of 200 km of 2 Taks forces (which are ennemies), this 2 taks forces, even if they are closed themselves. I make the test in the wolfpack mission, if i put my submarine at a distance of 200 km for instance, nothing happens between the merchant and the submarines, if i let my submarine closed enough, the combat arises. Is there a solution for this ? |
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#2180 |
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Just to precise, to verify it, i created a trigger for the merchants classes destroyed and an event of this trigger sending a message when the merchant class is destroyed.
So when i am closed to the submarines / merchants, i received message, if i am far away from submarines / merchants, i have no message, so i presume it happen nothing if the player submarine is at a long range from the IA units. |
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#2181 | |
Black Magic
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#2182 | |
Black Magic
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#2183 |
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Hello TDW,
what i mean : is AI combat arises even if the player sub is not closed to AI ships. For instance, imagine that 2 ennemies ships are closed enough but my sub is far away this 2 ships (about 200 km). Are this 2 ennemies ships will fight even if they are not in my line of sight ? or my submarine need to be closed enough to this ships to make them engaging each other ? |
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#2184 | |
Black Magic
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#2185 |
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Ok ok thanks TDW.
I thought it could be interresting in a campaign that for instance a friendly uboat encounter a convoy, it attacks him, making more sense to the reality of the campaign (the uboat could send a message saying he is attacking a convoy or saying he is under attack to his allied units). But you must be right as i tried it in the single mission wolfpacks you put in your irai mod. Nothing seems happening when the uboat is at a long range from the supposed fight. |
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#2186 | ||
Navy Seal
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![]() It would add a lot to the immersion of the game. Also, coupled with the concept of "unique units" (this is one of the main differences among SH5 and its predecessors), it would render the campaign "dynamic" in the true sense of the therm. Its implementation is unlikely though. The last word about it is on TDW indeed, but I think that it would require a complete rewrite of the library mentioned by the same TDW, not to mention the extra work tha the CPU should do for keeping track of all the potential AI-to-AI engagements in campaign. ![]() |
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#2187 |
Ace of the deep .
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I can only scrape up 30fps in Kiel now with just a few units . Imagine my computers surprise when it has to do this for a 200klm radius .
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#2188 | |
Black Magic
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#2189 | |
Navy Seal
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Location: CJ8937
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#2190 |
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@TDW
hopes your too tests could be successfull !! it will be really something (in my mind) really interreting, and as gap said, with unique ships features (as you can put unique ship for any class and add names boats for each of them), it would be possible to know which ships has been sunked, and even how many tonnage has been sank by axis for a given month, year). It would give a lot of immersion to the campaigns. Anyway, thanks to you to have a look about this ![]() @gap yes, a very good idea in case it takes too much consuming cpu time. |
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