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Old 08-20-10, 03:54 AM   #556
elanaiba
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Quote:
Originally Posted by Will-Rommel View Post
One strategy i would like to see in HK group (if possible to do so) would be a type of carpet bombing with depth charges by 2-4 destroyers aligned.

They would pass over the submarine, all running at the same speed and at a constant distance, and letting lose the charges. The effect would be a corridor of charges maximazing the chances that a hit is scored on the sub even with hard to port maneuvers.

I guess it's alot of scripting tho, but it is historically correct. It was depicted in some deptcharges tech book i readed on this forum some times ago.
That would be Operation Plaster. TDW, you may find references to it in the original script files, as it was implemented.
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Old 08-20-10, 03:55 AM   #557
TheDarkWraith
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I just found out also that carriers don't stop for anything and will collide with anything in their path - including their own ships It's not scripted to do this - it's just the way the game treats carriers. I'll have to script the carriers and battleships to do something to take them away from the hunt in HK groups.
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Old 08-20-10, 03:56 AM   #558
TheDarkWraith
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Quote:
Originally Posted by elanaiba View Post
That would be Operation Plaster. TDW, you may find references to it in the original script files, as it was implemented.
Yes I've found the references but am having great difficulty getting it to work correctly currently.
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Old 08-20-10, 09:30 AM   #559
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Quote:
Indeed, just took on a Cimmaron tanker with my deckgun, fired first shot from around 2.8km, as soon as I got into range of her machine guns(I imagine they are AA),
they turned my hull into swiss cheese (46%), dag nam it, back to base I go.
Unsure how close I eventually got as I was too busy putting HE shells into her waterline, but I was still more than 1.5km away.
Love this mod, gets scarier everytime I download it, but this is too much, surely?
Is this a result of this mod?
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Old 08-20-10, 09:32 AM   #560
TheDarkWraith
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v0.0.20 fixes the following bugs:

- fixed bug of carriers and battleships swarming over the contact. They now continue following waypoints
- fixed bug of leader not being correctly chosen on some tactics if they had escorts and battleships available. Now the game will look to see which one is the commander and assign it as the leader
- fixed bug of single merchants being able to turn into the contact. Now they will turn away from the contact some random amount added to their current heading

I implemented the 'carpet DCing' tactic but cannot get it to work still. Currently the ships get to the setup distance to align themselves to the contact and then they go to all stop and just sit there
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Old 08-20-10, 09:33 AM   #561
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Quote:
Originally Posted by eon850aye View Post
Is this a result of this mod?
more than likely yes
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Old 08-20-10, 10:29 AM   #562
eon850aye
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Quote:
Originally Posted by TheDarkWraith
v0.0.20 fixes the following bugs:

- fixed bug of carriers and battleships swarming over the contact. They now continue following waypoints
- fixed bug of leader not being correctly chosen on some tactics if they had escorts and battleships available. Now the game will look to see which one is the commander and assign it as the leader
- fixed bug of single merchants being able to turn into the contact. Now they will turn away from the contact some random amount added to their current heading
Cool, just came across a large fleet, took out the carrier & a Nelson, 8 of the ten destroyers swooped in to hunt me down.
Whilst they circled above me the 2nd Battleship of the group came waltzing in and ran straight through 3 of the detroyers, and away I slipped.

Quote:
Originally Posted by TheDarkWraith
I implemented the 'carpet DCing' tactic but cannot get it to work still. Currently the ships get to the setup distance to align themselves to the contact and then they go to all stop and just sit there
but thank god for that, but then again...easy targets mmmm

Quote:
Originally Posted by TheDarkWraith
more than likely yes
Should they be quite so potent?
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Old 08-20-10, 10:52 AM   #563
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I have some troubles with the planes in the mod. I`m in October 1940 and I was spotted by some Swordfish planes (probably from a nearby carrier). The planes attack my sub but non of them is firing with machine guns. Also not one plane is equipped with a bomb or torpedo. So the planes just make a bomb run without dropping anything. I can shoot`em down with no real threat to me. I also recognized, that the planes explode in the air when hit- no spectactular drop into the sea or any debris flying around- absolutely boring. What`s up, was there actually no real shot-down animation programmed by UBI?
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Old 08-20-10, 11:24 AM   #564
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I posted the following in a new thread but it was suggested that I post it here:

Quote:
One thing that has bothered me about this game (not just with SH5) is that when you're attacked by aircraft,and you decide to duke it out with them, if you hit one and his wing catches on fire the stupid bugger will keep on fighting like nothing is wrong!

Is it possible to somehow mod them to be semi intelligent so that when they are damaged they will break off and return to base? I've had planes with both wings on fire still attack me relentlessly. If that's not possible, could they be modded to blow up after a certain amount of time of being on fire? It's just one of those immersion killers that makes me shake my head when I see it. Thanks for any replies.
I'd also like to see the merchants not be able to shred my sub with light caliber ammo. But one thing you can do (directed at eon850aye) is stay farther than 2000m from your intended target to use your guns on. If they have canons then staying farther out than 6000m seems to be working for me so far.
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Old 08-20-10, 11:53 AM   #565
Lemke
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Are the AI tactics different depending on the different periods of war (1939, 1941, may 1943, etc)? Obviously, a 1939 destroyer would not react the same way as a "modernized" destroyer of 1943...

Sorry if this has already been posted before, just being curious about it ...
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Old 08-20-10, 01:16 PM   #566
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v0.0.20 released. See post #1 for details
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Old 08-20-10, 02:26 PM   #567
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Woot! quite a few changes with this one... heck I only got half a patrol in with version .19
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Old 08-20-10, 02:32 PM   #568
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Have to say, this looks splendid! Ta Dark Wraith!
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Old 08-20-10, 02:34 PM   #569
Will-Rommel
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Quote:
Originally Posted by TheDarkWraith View Post
Yes I've found the references but am having great difficulty getting it to work correctly currently.
A big thanks to you TDW for accepting to look at this idea !

I believe that would be the breaking of another barrier in the silent hunter series if you could get it to work ! For the first time, the DD's would have other tactics than the standart listening/dashing/dcing making the game truly unpredictable.

I already imagine the players faces when they will discover in horror at the hydrophone station that there is 3-4 warships contact passing over them haha !
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Old 08-20-10, 02:41 PM   #570
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Nice. I prepared full report for IRAI 0.19 and after it I see new IRAI version...


REPORT FROM TEST IRAI 0.19 / PEDESTAL MISSION


About zigzags:

I saw that at IRAI 0.19 all merchants in convoy do not zigzag at the same time and direction. I dont know that is good solution (in real the commander give order to zigzag, and all merchants in convoy turn left or right.
The problem is that the zigzag's angle is too small (for me).
SH3 and SH4 used 45° per zigzag. 20° is too small to avoid torpedoes.

About durability of conning tower:
I have situation when plane attck me by bomb and hit near command room (under conning tower). Result: hull of command room is 1%, conning tower: 100%... and flooding (sparkles, water) from conning tower.

About air attack on task force:
1. No reaction, convoy keep formation when planes are attacking.
Good! But what about zigzags if attacking plane has a torpedo?
2. Did you something with the AI plane code? At first I look 11 planes attacking Italian convoy at Pedestal... good!
3. At first all planes are attacking my uboat, after few air waves, they are attacking main target (Italian BB) and they do not attack me (ignoring me)... a special plane? Special target?


4. At some cases airplanes do not attack the target, if is at the visible range - something like point 3. It looks like the target must be "in front of" the plane... strange. Some of this group had course 1000m after last ship in convoy at no attack...



5. Some planes do not throw a bomb to the target, and try use it again and again...



About strange uboat speed:
It is strange (I'm boring, huh?), but when my batteries was not full and in "load battery" mode the maximum possible speed is 14kt and is impossible to order 12kt:
I precise 12kt at speed box, at the command/order box is 12kt (correct), but in speed box the summary speed is only 8 (motors not damaged).


About warship tactics:
1. Attack between battle groups
Italian group reacts when British DD was very close. BB do not used his long-range guns! They used it when the target was closer than 4500m...
2. Only 2 British DD change his course and attack enemy (circled).
Other groups (right DD pack, Italian and bottom British taskforce) do not react (long range guns at Littorio nad Nelson!).

Blue/red arrows: group courses. Only units in circles changed his course and attack. It looks like right red group is attacking blue, but in real these groups were passed.
Black arrow: I had contact with merchants - "send report" and no effect for Italian taskforce.




3. At first DD attack my sub by guns. No reaction from Italian taskforce.
4. This mission will be exciting if DD can shot torpedoes - I do not lose a hope...

Attack on main Pedestal convoy:
1. Only 2 closest DD from all 7 spotted attack my uboat. Good!
Unfortunately convoy without reaction (should escape or start zigzaging: long-range torpedoes, maybe wolfpack).
At second attack from second convoy's side only 1 DD reacts.
Convoy keep formation, course, speed (no min-max speed, no zigzags).
2. Surfaced at centre of convoy. No zigzags from merchants again.
3. Rest of DD: no activity (in my opinion they should looping to try find other boats / wolfpacks).
4. Again the DD in escort (only in main Pedestal convoy) have not passive sonar (no orange circles).
5. Moment... I have other merchant contacts... this is 1st part of Pedestal main convoy!!! Group keep formation! Very good!!!
But wait a moment... they are without escort!?

Attack on HK group / carrier taskforce:
1. Group keep formation!!! Yeahhh!
2. First reaction: escort start shooting to my uboat at range 5.5km (visible range on sensor map -dark grey circle- is 13.5km).
3. After submerging... no fast reaction from AI escort!
Two DD reacts, change direction to my submarine, but keep 5kt (group speed).
4. All task force (excluded attacking DD) change strong the course (escaping) - good!
5. Fantastic job, man! Fantastic job!!!!
Taskforce changing speed to 9-18kt, still escaping (keep my uboat at their stern and strong zigzaging!!!!)
Panic in the taskforce, collision CV-DD, DD sunk...
6. Attacking DD is in on my stern. Ready to attack... this DD has still 5kt (my speed 7 submerged). Other DD is closing. Correct attack. I'm sunk.
It looks like 1st give data to 2nd... or cannot attack faster than 5kt.
Probably group do not have a "escort leader" - sunk at mission start.

This is not a criticism of your work, but only the observation which elements do not work correctly.
Beta-tester.
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Last edited by PL_Andrev; 08-20-10 at 03:26 PM.
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