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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#991 | |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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As you know the one of main problems of SH5 are wolfpacks. I have proposal to solve this issue by script creation to coordinate our uboat with other wolfpack groups. How should it works: 1) Script checks the position of uboat groups per each hour (see 1st sober's answer). If player is closer than 250 miles then take a order to keep a destination point - current wolfpack position. 2) If player follows the convoy and send a message will have answer about next following 'calculated' time (closest uboat group, see 3rd sober's). If the closest uboat is 5 mil to player - attack order.
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#992 |
Mate
![]() Join Date: Nov 2008
Posts: 51
Downloads: 151
Uploads: 0
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I wanted to try something harder, so I inslaled IRAI.
First time I tried Enhanced funnel smoke test mission: I drew attention of group of three destroyers and one aircraft carrier. I wasnt able to shak them down. I tried everything. They have been hunting me for hours ![]() |
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#993 |
Samurai Navy
![]() Join Date: Mar 2010
Posts: 592
Downloads: 199
Uploads: 0
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#994 | |
Commander
![]() Join Date: Jul 2010
Location: Spain
Posts: 455
Downloads: 87
Uploads: 0
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#995 | |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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Are you sure that you want to play after black may 1944+ ? ![]() Silent run, 200-220 meters depth, 1 knot only. After 5 hours you should be 8-9 km away from HK group, safe range for surface and escape at night. ...but wait a minute... have they got a radar? Are you sure that you want to play after black may 1944+ ? ![]()
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#996 | |
Sea Lord
![]() Join Date: Mar 2005
Location: Grid CH 26, Spain ,Barcelona
Posts: 1,857
Downloads: 204
Uploads: 0
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But this ship can't sink!... She is made of iron, sir. I assure you, she can. and she will. It is a mathematical certainty. Strength and honor |
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#997 |
Black Magic
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have been trying and trying to get hull damage from DCs with no luck. Going by the way SH3 used to determine if hull damage incurred or not (EF / 4 >= armor level) doesn't seem to work. Maybe elanaiba can shed some light here??
![]() With the sub having an armor level of 10 I set the MinEF of the DCs to 50 and MinRadius to 15 (to avoid falloff for those close detonations) and did a mission test. I had several DCs explode right next to the sub and incurred no hull damage. What gives? |
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#998 | |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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or Submarine hull's armour is too strong. Did you check it with stock settings?
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#999 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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TDW, is possible to make a time limit for the HK groups? I mean, 20 hours (or more) of cat &mouse play is way to much for a game. It's realistic, but I dont see anybody able to spend 20 hours of their lifetime into a game trying to dodge some AI that wont give up hunting you. I'm thinking about something like.. if no TC used, set hunt limit to 1 - 2 hours, then loose contact.
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#1000 | |
Ace of the deep .
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C:\Users\#####\Documents\SH5 mods\IRAI_0_0_29_TheDarkWraith\IRAI_0_0_29_ByTheDa rkWraith\MODS\IRAI_0_0_29_ByTheDarkWraith\data\Scr ipts\AI\init ###################### Difficulty parameters #################### # Note: difficulty is in range 0.0 - 1.0 with 0.0 being no difficulty (sensor doesn't exist) # for non-merchants VISUAL_DIFFICULTY = 1.0; HYDROPHONE_DIFFICULTY = 1.0; RADAR_DIFFICULTY = 1.0; SONAR_DIFFICULTY = 1.0; # for merchants VISUAL_DIFFICULTY_MERCHANT = 1.0; HYDROPHONE_DIFFICULTY_MERCHANT = 1.0; RADAR_DIFFICULTY_MERCHANT = 1.0; SONAR_DIFFICULTY_MERCHANT = 1.0; |
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#1001 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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The difficulty is the essence of this mod. I want them to be hardcore, but not forever. Maybe their mom can call them home for a tea after a while...
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#1002 |
Ace of the deep .
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#1003 | |
Black Magic
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To cut time they can search for you play with these values (below are all in seconds): # Hunter-Killer group spiral search time upon lost contact HK_SPIRAL_MIN_SEARCH_TIME = 180.0; # used as min value of a Random function HK_SPIRAL_MAX_SEARCH_TIME = 420.0; # used as max value of a Random function # Hunter-Killer group wait time inbetween spiral searches INVESTIGATE_FOLLOW_WAYPOINTS_TIME = 990.0; # 15 mins (90 to account for CONTACT_LOST_BEGIN_SEARCH_TIME) # for escorts that are guarding convoy but attacking a contact, this is the time they can keep attacking when contact is lost PLASTER_GUARD_CONVOY_DC_WAYPOINTS = 360.0; # this is the time that if a unit is a director and the contact lost time > # MAX_CONTACT_LOST_DC_TIME it waits until contact lost time is this value before # heading back to convoy and following it's waypoints (not part of HK group) DIRECTOR_SEARCH_TIME = 900.0; # 15 mins CONVOY_ESCORT_SPIRAL_TIME = 600.0; to play with fatigue adjust these values: ############### watch rotation and fatigue ##################### SHIPWATCHROTATION = 180; # in minutes (there are 4 tiers of fatigue) this is a base time SHIPFATIGUEMIN = 0.5; # min time of current tier (ShipWatchRotation / 4) when next tier starts SHIPFATIGUEMAX = 1.5; # max time of current tier (ShipWatchRotation / 4) when next tier starts SHIPFATIGUESENSORREDUCTIONCRUISEMIN = 0.015; # min sensor reduction amount for each tier in cruise SHIPFATIGUESENSORREDUCTIONCRUISEMAX = 0.03; # max sensor reduction amount for each tier in cruise SHIPFATIGUESENSORREDUCTIONALERTMIN = 0.025; # min sensor reduction amount for each tier in alert SHIPFATIGUESENSORREDUCTIONALERTMAX = 0.05; # max sensor reduction amount for each tier in alert SHIPFATIGUESENSORREDUCTIONDAMAGEDMIN = 0.035; # min sensor reduction amount for each tier in damaged SHIPFATIGUESENSORREDUCTIONDAMAGEDMAX = 0.07; # max sensor reduction amount for each tier in damaged SHIPFATIGUESENSORREDUCTIONDAMAGEDALERTMIN = 0.045; # min sensor reduction amount for each tier in damaged SHIPFATIGUESENSORREDUCTIONDAMAGEDALERTMAX = 0.09; # max sensor reduction amount for each tier in damaged I personally would play with the fatigue numbers. I would increase all of them 0.025 at a time and test until I got what I was looking for. The fatigue numbers above reduce the sensor effectiveness of the ship's sensors by the amount shown on each tier change of fatigue. If you want them to enter fatigue faster then adjust SHIPWATCHROTATION to a small number. |
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#1004 | |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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![]() I do not understand - what is the problem? If you're seriously damaged then you have right. But what is the problem with escape 1kt or less at 200-220 meters with silent run? This is only 3-10 hours (depend from speed). They are following your current position when you are into the deep? I don't think so. This is HK group to hunt you but not convoy's escort - they know that you are very close... But that is true that they shouldn't try to hunt much time. I think 6 hours is max time. Non-real game is bad. But a real game is bad too? ![]()
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#1005 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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Im playing in 1944 and is no way to escape, things are pretty different from 39. Decoys, 1ktn under 220m.. u name it, they just dont give up. And I don't use TC in battle, so after 1-2 hours of dodging dc's... I go play something else. I love the full realism and simulation, but spending hours of my life looking to a virtual sub hull, is too hardcore even for my taste.
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