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Old 05-01-07, 02:51 PM   #196
Beery
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I just took out an S-18 using a wave attenuation value of 0.03 and waited for a 15m/s storm. I found one after a few days and took the S-18 through a few tests. The boat dived okay and surfaced properly (I tested this three times just to be sure). The flying thing doesn't happen (although it's not quite as good looking as the 0.01 value. Better still the sub no longer travels on rails - it pitches and rolls more like what we were used to in SH3 (but not too much - about what I'd expect for a little boat like the S-18). I also did two long periscope depth dives to the full extent of the battery and I had no problem with leaking compressed air.

I think we've found the sweet spot guys. So you might want to try adjusting the wave attenuation to 0.03 on your games and see if you get good results too. I'll test other boats later today or tomorrow, but since the S-18 was the boat having problems I'm hopeful that this has cracked it.
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Old 05-01-07, 02:55 PM   #197
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I'll try anything once!
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Old 05-01-07, 03:18 PM   #198
lumat83
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Quote:
Originally Posted by lumat83
I've tested the mod during 2 missions. Many good things :p but I've a problem with IA.

I attacked a convoy and the escort destroyers did not have many reactions. One has stopped and search a few minutes with its projector. the other has moved a little around me but never used its sonar. No ping and I could reloaded my torpedoes quietly at scope depth.

For the time, I have the impression that the IA is a little weak no ?

I hope you understand my english
Nobody has this problem ?
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Old 05-01-07, 03:27 PM   #199
Beery
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Quote:
Originally Posted by lumat83
Nobody has this problem ?
Well, the real problem is that the game has AI ranging from 'very poor' all the way to 'super deadly' (there are five different levels of AI). So we get lots of complaints about AI - some people who have met the very poor AI complain that it's too weak, others who have met the very deadly AI claim it's too deadly. Since real sailors ranged from very poor to very deadly I don't see it as a problem. The biggest problem from my standpoint is that there are too many of the super-deadly AI in the game - the simulation is a good deal more deadly than real life submarining was.
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Last edited by Beery; 05-01-07 at 03:39 PM.
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Old 05-01-07, 03:34 PM   #200
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Quote:
Originally Posted by stall84
Is anyone noticing a CTD when going from navigation map (typically) to the bridge?

Its happening to me often, but not always...

help?
Nav map to bridge (using the F5 key) is probably the thing I do most often in the game. I've never had this happen.
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Old 05-01-07, 03:49 PM   #201
lumat83
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Quote:
Originally Posted by Beery
Quote:
Originally Posted by lumat83
Nobody has this problem ?
Well, the real problem is that the game has AI ranging from 'very poor' all the way to 'super deadly' (there are five different levels of AI). So we get lots of complaints about AI - some people who have met the very poor AI complain that it's too weak, others who have met the very deadly AI claim it's too deadly. Since real sailors ranged from very poor to very deadly I don't see it as a problem. The biggest problem from my standpoint is that there are too many of the super-deadly AI in the game - the simulation is a good deal more deadly than real life submarining was.
Ok, It was my day of luck then I didn't know there is many levels for the AI.
But why the detroyers stop after my attack, It's strange no ? It's the same reason ?
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Old 05-01-07, 03:56 PM   #202
jmjohnson36
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Hi

070420: Added three Kongo class battleships and adjusted some battleship info. Mod by Beery (Data\Roster\Japan\Sea\BBFuso.cfg, BBIse.cfg, BBIseConv.cfg, BBKongo.cfg, BBYamato.cfg).

kinda looks like from my post from about a month ago...Beery please contact me.
Wanna work together on something?

http://www.subsim.com/radioroom/showthread.php?t=111402

The Kongo class sea data is incorrect should be this: They forgot add the Kongo's sisters.


[UnitClass]
ClassName=BBKongo
UnitType=11
AppearanceDate=19140101
DisappearanceDate=19451231
DisplayName=JP BB Kongo
[Texture 1]
TextureName=data/Sea/NBB_Kongo/NBB_Kongo_T01.tga
LightmapTextureName=data/Sea/NBB_Kongo/NBB_Kongo_O01.tga
NormalmapTextureName=data/Sea/NBB_Kongo/NBB_Kongo_N01.tga
StartDate=19140101
EndDate=19451231
Frequency=1
[Unit 1]
Name=IJN Kongo
DOC=19140101
DOD=19451231
[Unit 2]
Name=IJN Hiei
DOC=19140101
DOD=19451231
[Unit 3]
Name=IJN Haruna
DOC=19140101
DOD=19451231
[Unit 4]
Name=IJN Kirishima
DOC=19140101
DOD=19451231
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Old 05-01-07, 04:17 PM   #203
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Quote:
Originally Posted by Beery
Quote:
Originally Posted by ZaPPPa
Be warned that any value below 0.75 will create problems with compressed air draining fast when you are at periscope depth. You won't be able to be at periscope depth for more than four hours.
That's weird, 'cos I routinely run at periscope depth for 10 hours or more at a time and I've never experienced this - not even after reducing the Waves attenuation to 0.01.
It must have been a combination of things then. When I removed the 'harder escorts mod', the compressed air ran fine again.
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Old 05-01-07, 04:26 PM   #204
Beery
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A week or so ago I asked on the forums what battleships were missing because I was trying to figure out a way to make the Yamato class not quite so ubiquitous (http://www.subsim.com/radioroom/show...112570&page=2). Someone told me about the Kongos so I looked 'em up online and bunged 'em in. I think I also added a couple of ships that weren't in the game under the Ise class.
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Old 05-01-07, 04:35 PM   #205
perisher
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Quote:
Originally Posted by Beery
I just took out an S-18 using a wave attenuation value of 0.03 and waited for a 15m/s storm. I found one after a few days and took the S-18 through a few tests. The boat dived okay and surfaced properly (I tested this three times just to be sure). The flying thing doesn't happen (although it's not quite as good looking as the 0.01 value. Better still the sub no longer travels on rails - it pitches and rolls more like what we were used to in SH3 (but not too much - about what I'd expect for a little boat like the S-18). I also did two long periscope depth dives to the full extent of the battery and I had no problem with leaking compressed air.

I think we've found the sweet spot guys. So you might want to try adjusting the wave attenuation to 0.03 on your games and see if you get good results too. I'll test other boats later today or tomorrow, but since the S-18 was the boat having problems I'm hopeful that this has cracked it.
Had the Grenadier sat on the bottom all day off Penang, waiting for the weather to lift before I try and land an agent. Come nightfall, it's still a stiff gale up top, came up just for air, didn't use the motors, surfaced without any problems.
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Old 05-01-07, 04:41 PM   #206
perisher
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Quote:
Originally Posted by Beery
A week or so ago I asked on the forums what battleships were missing because I was trying to figure out a way to make the Yamato class not quite so ubiquitous (http://www.subsim.com/radioroom/show...112570&page=2). Someone told me about the Kongos so I looked 'em up online and bunged 'em in. I think I also added a couple of ships that weren't in the game under the Ise class.
I think I'm right in claiming thart the Kongos were the only battlecruisers to be "promoted" to battleships. Having been built as battlecruisers in British and Japanese yards and rebuilt between the wars with more armour.
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Old 05-01-07, 04:51 PM   #207
Beery
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Quote:
Originally Posted by lumat83
Ok, It was my day of luck then I didn't know there is many levels for the AI.
But why the detroyers stop after my attack, It's strange no ? It's the same reason ?
If there's more than one destroyer one of them will stop to listen while the other ones search. There may be some bugs with the AI - I don't really know - it would take weeks of testing to be sure about that because unskilled destroyer captains (level 0 AI) would look very much like bugged destroyer AI. All I know for sure is that the level 4 AI certainly knows what it's doing - last week they forced my first career sub to the surface and my commander was forced to surrender after some devastating depth charge attacks.

If there are AI bugs they probably will have to be fixed by the devs in an official patch. AI is hard to adjust in a mod and if we try now we may find that the next patch renders all our work useless, so it's unlikely AI issues will get fixed in a mod anytime soon. We're going to have to hope that any AI issues are fixed by the developers.
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Old 05-01-07, 06:29 PM   #208
Bill Nichols
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Beery - Are you considering adding more realistic sub motion into RFB? Last time I took out my S-boat, it rode like it was on rails!
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Old 05-01-07, 06:31 PM   #209
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I got myself into my first squall. Didn't notice the "Flying Sub" problem, but when I dove to 70 feet, I did have the "Maintain Depth" problem. Depth kept fluctuating between 70-60 feet. This is a Gato class sub. Would changing the wave setings work in the Gato?
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Old 05-01-07, 06:40 PM   #210
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Changing the wave setting to 0.03 seems to do the trick. I'm able to maintain depth and haven't had a flying boat. As a side benefit, I'm having a lot fewer waves wash over my deck gun and conning tower - I seem to be riding up and down the waves rather than cutting through them. Excellent work.
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