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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1726 |
Navy Seal
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Can you tell me where you see this Sober
![]() There are only 2 that I know about (Scapa) and they are ment to be like this. Edit: your post has gone. This was about the DDs with no waypoints. |
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#1727 |
Ace of the deep .
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Maybe you need to start a new campaign to see these new values in game . Does the game pulls some numbers from the SH5 save game files instead of the main game folder ? Classic example is the ini file . It takes the info from the save game file after you start a career , never the main game folder .
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#1728 |
Ace of the deep .
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Sorry , i shouldnt post without checking . you are correct V1.8 only has a couple . again my bad sorry .
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#1729 |
中国水兵
![]() Join Date: Mar 2006
Location: Czech Republic Prague
Posts: 286
Downloads: 224
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I did.
Now I ran another test from the same save game. Have new 0033, 0031 upgrade and Shoot at periscope IRAI and that was actually something. Searching was still rather sporadic, but Shoot at periscope IRAI made them bring hell upon me, it felt good actually. As soon as they saw the scope they opened fire. Well well...it's getting somewhere. Thanks for all the suggestions guys. I think I'm gonna start my new "test" campaign with 0033+0031+Shoot at periscope IRAI and I'll see.
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![]() ![]() First Patrol Of U-21 Part 1:http://www.youtube.com/watch?v=DqBqInzBaGc First Patrol Of U-21 Part 2:http://www.youtube.com/watch?v=WWqyTaomDjM |
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#1730 |
Black Magic
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I'll check to the values in the sim.cfg file for 33 vs 31 to see if I screwed up and replaced the file
![]() what v34 is going to bring to the table: - speed restrictions based on crew ability removed. Now just a calculated speed restriction based on damage to the ship is used (no more outrunning the escort - only if it's badly damaged will you be able to do this) - optimizations done to reduce memory / cpu cycle requirements - working on when a docked unit goes into alert taking it out of docked status and into some other status (cross fingers on this one!) - working on revamping plane AI to be more stealthy when approaching a contact (if it works then spotting planes will be very hard for you and your crew - you won't be able to spot them till it's way too late) - some roles and ops removed as not needed by the changes made in v33 |
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#1731 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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I'll try to make some time tomorrow or the day after that to test the new files.
I'm very glad to see you working on the AI some more! ![]() |
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#1732 | |
Black Magic
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#1733 |
Black Magic
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Found many problems and have been corrected. For one the ramming routine was hosed up because of a change I made some versions ago...wondered why no one was ever trying to ram me!
And things just got very interesting: ships will now shoot at you if they have spotted you and you are within the depth range and you are within the specified distance range...and this is not using Rongel's method ![]() ![]() There are two ways ships can fire upon you when submerged: - if they visually detect you or radar detects you and you are <= 8000m from them and <= 25m depth - if they detect you on hydro or sonar and you are <= 2000m from them and <= 25m depth Poor AI subs get slaughtered now ![]() While testing a Battleship fired all guns at a submerged AI sub....there was no chance for survival ![]() ![]() Last edited by TheDarkWraith; 04-23-12 at 08:36 PM. |
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#1734 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
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That sound really good TDW!
Quote:
![]() Also curious to see how are the DD's acting when firing underwater sub, how many minutes they shoot the area or do they stop when you are out of their trigger area. |
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#1735 | |
Black Magic
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#1736 |
Black Magic
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Also figured this out:
That's the ship AI shooting starshells on their own (and this is not the work of FX_Update!) ![]() I understand now how it works but the current implementation is flawed. There will be limited starshell activity in upcoming version. Version after that I will make the implementation correct. Last edited by TheDarkWraith; 04-24-12 at 01:44 AM. |
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#1737 |
Black Magic
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And for those who don't think the hedge hogs are working:
They are working ![]() ![]() Last edited by TheDarkWraith; 04-24-12 at 02:45 AM. |
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#1738 |
Black Magic
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v0.0.34 released. See post #1
Welcome to the start of the new hell... ![]() ![]() |
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#1739 |
Torpedoman
![]() Join Date: Feb 2003
Location: Sitting on the Becks crate scraping the mould off the bread...
Posts: 112
Downloads: 116
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Hi TDW,
Many thanks, Looking forward to trying this out! One thing, the link to 34.1 on page one points to the IRAI_upgrade_to_v_0_0_31.zip Regards
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Kentrat Kapitänleutnant, U-136, (typ. VIIb 16v GTi) If God didn't want us to eat animals, He would not have made them out of meat.... |
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#1740 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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Just to confirm, it's okay to install the 31 update after the new 34 version? And should the new IRAI be installed after FX update and NewUI?
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