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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2071 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Thinking out loud, another workaround would be assigning new damage zones to destroyer bows, and setting their armor higher than the maximum armour that DC's can penetrate or, if possible, reducing DC's armor penetration to the minimum needed for them to still damage the soft submarine hull at their maximum range... |
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#2072 |
Navy Seal
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To me, escort AI is enough strong and not really a game problem anymore (except for launching DC)
But i have a little request about merchant AI: - it would be very welcome if they could escape sub opposite direction full speed, as it was probably in RL when a U-Boot attacked, cause actually they tend to slow down for a while before heading other direction (mainly in convoy state)...and they never accelerate! They remains very nice targets ![]() Logical behavior should be ahead full in any direction and zig-zagging ![]() They tend to be back original heading direction too fast also. It's sometimes a real killing party when non escorted: ![]() ![]() EDIT: forgot to say i'm also using Sober deck gun mod...when to much wind, gun becomes almost useless (and it's good thing) but when sea is calm...like above...
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Last edited by Fifi; 05-09-13 at 06:15 AM. |
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#2073 | |
Grey Wolf
![]() Join Date: Apr 2005
Location: Bucharest, Romania
Posts: 845
Downloads: 544
Uploads: 0
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IRL, the convoy would have run away at full speed, while a limited number of destroyers (never the full complement) would have attempted to keep the Uboat down until the convoy was beyond reach. |
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#2074 |
Samurai Navy
![]() Join Date: Jul 2006
Location: The Netherlands
Posts: 556
Downloads: 113
Uploads: 1
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and the area should become hot, destroyers, task forces etc should home in to the location if they are in the vincinity, like lets say 200 km ?
maybe they can patrol after the attack the area (a big area) ? |
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#2075 |
Watch
![]() Join Date: Jan 2012
Location: Blankenberge, Belgium
Posts: 28
Downloads: 50
Uploads: 0
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Very nice mod,
This mod actually lets you think twice before attacking a destroyer. In the stock game attacking a destroyer is no big problem, and even when you are spotted by one of them they are not a big threath. Your really need avoid any destroyer's you see even in convoy or the HK groups. I was testing this mod when i was attacking a HK group of 4 destroyers from the Tribal class. I really got pinned, they dropped a tons of depth charge's and they even called in for help, 5 destroyer came to the help. With a total of 9 destroyer pinning me down, i had no chance of surviving. IRAI is a very decent mode for realisme. |
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#2076 |
Black Magic
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things will get really interesting once I finish the carriers spawning aircraft patch for the game.
Here's how the game works in regards to carriers and airbases (land): A timer is checked to see if it's time to spawn airgroup units. If it's time: game goes through every unit in the game and compares the distance from them to the carrier/airbase to a fixed value. If the distance is within the fixed value the game will spawn an airgroup unit. The airgroup unit is given random starting position and random waypoints. My patch changes the code in the above so that if the unit is a carrier and the carrier has the unit as a contact then an airgroup unit is spawned. It's starting position is the carrier. It's given a waypoint of the contact's current position and another waypoint as the carrier's current position. This means the unit will head directly to the contact and once done return to the carrier position (when it spawned the aircraft). The unit is free to engage other contacts if it detects them (a la IRAI) before arriving at unit's position or when returning to the carrier. I could make it really complex and update the airgroup unit's carrier's waypoint with the carrier's current position so that the unit will always return to the carrier's current position but decided it wasn't worth the time and code. Instead I set the altitude to a ridiculously high value so you'll never see it disappear from the game ![]() I've been working on this patch for over 4 months and the end is near ![]() |
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#2077 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() On a slightly unrelated note: is loadout type of aircraft affecting their AI routines? I need to know it for my tests on the new B-25 that I am still working on ![]() |
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#2078 | |
Black Magic
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#2079 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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I have tried increasing gun's training/elevation range, and improving plane's handling, but with no apparent result. UnitType is set to 301. ![]() |
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#2080 | |
Black Magic
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#2081 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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http://www.mediafire.com/?b9qhrzwdsz8cj5w only one of the frontal guns and the dorsal turret got a gun controller, but at the moment I am more concerned about the frontal gun (just ignore the turret). Launch any of the single missions included. I have also noticed that the bomber got problems dropping its torpedo. No matter how low I set the minimum height, in many cases the plane starts circling, loosing altitude and falling down in the water before she can fire her fish. In other cases, the B-25 manages to achieve a good firing position, but the torpedo moves backward ( ![]() ![]() |
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#2082 | |
Black Magic
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The torpedo problem is a sign of hitting a collision sphere or box on the unit. Lower the torpedo's hardpoint (do a drastic lowering) and see if it doesn't cure the problem. There is a minimum distance (arming distance - 300m) the torpedo must travel before it's able to detonate. If the torpedo 'hits' something before this 300m then it acts like a dud (which is what you are seeing). |
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#2083 | |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,740
Downloads: 825
Uploads: 4
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If you dive, maybe it might attack again - try this. IIRC.. it was rare for a bomber to attack a U-boat more than once, unless they were sure they had done some good damage - an aircraft is very vulnerable.. especially in the middle of the ocean. All attacks, if possible, were based on tracking and surprise - after the first attack is was generally suicidal to attack again. |
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#2084 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() On your end, please keep me informed on anything wrong you may find about the gun issue. ![]() Quote:
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#2085 | |
Black Magic
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