SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Closed Thread
 
Thread Tools Display Modes
Old 08-05-07, 05:18 AM   #331
doc1133
Watch
 
Join Date: May 2007
Location: england
Posts: 20
Downloads: 0
Uploads: 0
to Ducimus

Quote:
Originally Posted by Ducimus
I have to say, i am frustrated with the AI. Not because its hard, but because i can't understand why people say its hard.

ive created a single mission, much akin to the U-505 mission from Sh3. And quite frankly, im sneaking away, and im not even trying. Its just frustrating. Maybe the small adjustments i made (listed above somewhere) made them stupid, but the adjustments were minor tweaks.

I think im going to give up on trying to get the AI just right, im just not seeing what people are complaing about. Im trying to, i really am, but im just not seeing it.
playing 100 realism, tm1.4, now in mid 43, over 240,000 tons sunk, and i'm sorry to say, escorts are useless.
not been depthcharged once, even at peri depth,flank speed, and battlestations.
they seem to be blind.
also watch crew see ships but not planes.
sorry, i feel no right to complain, as i'm not a modder, and certainly not of the knowledge you have, but tm1.4 is to easy
doc1133 is offline  
Old 08-05-07, 08:36 AM   #332
momo55
Frogman
 
Join Date: Mar 2007
Location: belgium
Posts: 297
Downloads: 125
Uploads: 0
Default

Quote:
Originally Posted by doc1133
Quote:
Originally Posted by Ducimus
I have to say, i am frustrated with the AI. Not because its hard, but because i can't understand why people say its hard.

ive created a single mission, much akin to the U-505 mission from Sh3. And quite frankly, im sneaking away, and im not even trying. Its just frustrating. Maybe the small adjustments i made (listed above somewhere) made them stupid, but the adjustments were minor tweaks.

I think im going to give up on trying to get the AI just right, im just not seeing what people are complaing about. Im trying to, i really am, but im just not seeing it.
playing 100 realism, tm1.4, now in mid 43, over 240,000 tons sunk, and i'm sorry to say, escorts are useless.
not been depthcharged once, even at peri depth,flank speed, and battlestations.
they seem to be blind.
also watch crew see ships but not planes.
sorry, i feel no right to complain, as i'm not a modder, and certainly not of the knowledge you have, but tm1.4 is to easy
Strange ..i play 100% realisme and TM1.4 ( S class june '42 ) and those escorts are realy mad ad me when i attack and sink one of there protected baby's.
I realy have to work to manage to escape there DC attacks ( even been forced to go way down testdept several times ). I even tought about it.... to have pen and paper ready in the next encounters to count the barrels they drop and when you have 3 DD's chasing you like i had last night ...fun fun fun !

Can't understand how they spotted me so fast ...middle of the night ( i was cruising at 2/3 ) when W.O. "ship spotted at 42°" . I the little time i needet to change from map to bridge and bin.... i already saw the 3 DD's heading my way It was a task forse ..all i could see in a few sec's ...to far to id major ships. Mmmm..eat rice childern...it's good for your eye's.

Once under i have huge conversations with my poor sonarguy (i'm one of those gamers who's talking alot when gaming and whit my headset on i'm not alway's aware of the loudness i do this and who's lissening in the house ). Next day..."Who you're gonna feed to the sharks last night ?"....Not you honey..not you :rotfl:I suspect that my sonarguy is deaf and then you have something like this : ..no sonarcontact....no sonarcontact...Merchant..LONG RANGE..moving away ...Warship..long range ..moving away ...with 3 DD's at a stonetrow above me ... hey AMIGO..i askt for the closest warship ..remember...make place men..give me that wheel ...THERE !! WHAT is that son ..at 318° ? .....WARSHIP bearing 318° ..short range ..moving away ! ....Great find son ..don't lose him now ...etc..

I have no complaints at all about current AI Ducimus...i even like my sonarguy ...hope he learns the job with experience during this war.

Just thinking abouth something...never used "DECOYS" in TM before ...always forgot i have them ...next time i'll try one..

greetz
__________________
Our greatest glory is not in never failing , but in rising up every time we fail .



momo55 is offline  
Old 08-05-07, 10:28 AM   #333
don1reed
Ace of the Deep
 
Join Date: Dec 2004
Location: Valhalla: Silent Generation
Posts: 1,149
Downloads: 910
Uploads: 0
Default

Using TM 1.4.

Time: Oh Dark thrity.

Two enemy DDs, range 4400 yds., Br 315, speed 6 kn.

Visibility: Using Hi Pwr mag. on scope #2 can barely make out their bow wake, cannot ID their class.

USS Triton (SS-201) @ PD, Speed 1 kn. (silent running) scope awash 50%

Condx: Clear skies, no illumination, sea: Beaufort 3

With scope up for 3 min. while making a target speed estimation, notice both DDs change course directly toward me...:hmm:

...down scope, dive to 256'.

DDs reach my vicinity and start dropping crap ... ouch...spend rest of the night looking for wiggle room.
__________________
[SIGPIC][/SIGPIC]
During times of universal deceit, telling the truth becomes a revolutionary act.

~ George Orwell
don1reed is offline  
Old 08-05-07, 11:25 AM   #334
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

Might be the crew ratings in the campaign files. When i touched them myself, crew rating 3 (veteran) was predominate in all years of the war except the first year. ( my approach was to remove all crew rating 4's, then on all other crews, take the current level, and add 1 to it, but not to exceed 3 )

While using taters campaign mod, i only removed elites and left all other crew ratings alone. I thought maybe i should put some variety back in terms of skill levels. Im wondering if i should just take all skill levels , and increase it by 1 again.

edit: and 3 mins with periscope up is entirely too long. That 3 mins, should be 30 seconds or less, preferbly less.

edit 2:

Just want to say, that i think im going to wrap up 1.5 soon. To be honest, im tired of working on it, so its liable to be my final update on this mod. I'm not making the same mistake i did in Sh3, spend 70% of my time modding and only 30% of my time playing. As so far its 95% modding and 5% playing. With 1.5, im goign to call it a day, and changing my habits 95% playing and 5% modding.
Ducimus is offline  
Old 08-05-07, 11:43 AM   #335
WilhelmSchulz.
The Old Man
 
Join Date: Jul 2006
Location: Virgina Beach
Posts: 1,301
Downloads: 17
Uploads: 0
Default

Well I do wonder though. Was TM1.4 released before of after pacth 1.3?
__________________
"Some ships are designed to sink… others require our assistance."

WilhelmSchulz. is offline  
Old 08-05-07, 11:55 AM   #336
BooBooLovesAll
Helmsman
 
Join Date: Dec 2006
Posts: 106
Downloads: 32
Uploads: 0
Default

After.
BooBooLovesAll is offline  
Old 08-05-07, 12:19 PM   #337
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

there was version 1.3, then 1.3a, then 1.4.

1.5 looks to be my last one. Someone else can do this whole mod package/supermod thing.
Ducimus is offline  
Old 08-05-07, 12:34 PM   #338
EAGLE_01
Machinist's Mate
 
Join Date: May 2007
Location: Dayton, OH.
Posts: 127
Downloads: 46
Uploads: 0
Default

Thanks again for allo your hard work and dedication, Ducimus. I apreciate it, as I'm sure everyone here does, and I have no complaints whatsoever with what you've done. You've made a great simulation greater
EAGLE_01 is offline  
Old 08-05-07, 01:00 PM   #339
BooBooLovesAll
Helmsman
 
Join Date: Dec 2006
Posts: 106
Downloads: 32
Uploads: 0
Default

Hrm.

When I open the tubes for the sub and wait a few seconds, I still get the movie of the tube opening before it fires..

Any ideas?
BooBooLovesAll is offline  
Old 08-05-07, 01:45 PM   #340
NefariousKoel
Ace of the Deep
 
Join Date: Nov 2002
Location: No-good Missouri scum
Posts: 1,223
Downloads: 43
Uploads: 0
Default

The visual sighting stuff got a little jacked with Ubi's official patch, Will.

I've noticed some strange stuff when it's just a bit foggy/hazy. My crew is also not spotting ships until well after I can see them myself. I wouldnt' have a problem with it but I spend a lot of time in the nav screen. Oh well, I just upped the penalties for the Escorts to make up for the difference so at least I'm not spotted at the same time my crew calls them out.

Thanks for the work Duci. I also like the new engine sounds BTW. Doesn't sound like some rusty scamp anymore.
__________________
"When Gary told me he had found Jesus, I thought, Yahoo! We're rich! But it turned out to be something different." - Jack Handey
NefariousKoel is offline  
Old 08-05-07, 02:04 PM   #341
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

I designed the campaign with the stock AI in mind, or at least settings that preserve a wide range of skill levels.

In general, I wanted IJN fleet ASW assets to be level 3 typically. With 1.3, I could really probably back down the typical DD to 2, with a decent % of 3s, and very few 4s.

It's tough though, and requires tons of playtesting to get right.

tater
tater is offline  
Old 08-05-07, 03:28 PM   #342
CaptainHaplo
Silent Hunter
 
CaptainHaplo's Avatar
 
Join Date: Apr 2007
Posts: 4,404
Downloads: 29
Uploads: 0
Default

Ducimus and tater - I totally understand where fiddling with crew levels can be a testing nightmare. Duc - as for 1.5 being final - hey you deserve the playtime and I appreciate the work already done. My post wasn't meant as a slam, hopefully it wasnt taken that way.
__________________
Good Hunting!

Captain Haplo
CaptainHaplo is offline  
Old 08-05-07, 09:24 PM   #343
doc1133
Watch
 
Join Date: May 2007
Location: england
Posts: 20
Downloads: 0
Uploads: 0
Ducimus

i and many others will miss you, and your brilliant work.
it cant be very rewarding for you if you hardly ever get to play sh4 and hopefully your brilliant mod, so good hunting mate, but please, in the future come back.
you will be very missed.
regards
doc133
doc1133 is offline  
Old 08-06-07, 12:37 AM   #344
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

Heres the updated change log on 1.5

Quote:
// added map labels mod by jace11

// added smaller rocks and plant mods by captain cox.

// removed 0KM movie files. Added support for movie removal w/ latest JSGME

// changes on max elevation on AI active sonar as follows

- Type93_1A -> Max elevation from 108 to 106
- Type93_3A -> Max Elevation from 112 to 112
- Type93_5A -> Max Elevation from 120 to 118

// readjusted no sonar contacts on surface fix.

// increased hps on Fubuki destroyer from 200 to 400.

// increased hps on Shiratsuyu destroyer from 120 to 400
(all jap tin cans now have 400 hps)

//returned early war gato back to its standard black configuration

//increased hps on the following subs from 320 to 420
(porpoise, salmon, sargo, tambor/gar)

// slighly increased crush depth of porpoise, s18, salmon, sargo, and tambor/gar

// increased rudder hitpoints on player sub from 150 to 200

// Tambor, and gar now come with forward mounted deck gun by default.

// changed what deckgun subs come equiped with to be placed in same location for all years.

// removed 50 cal machine gun. Novelty item, no real use, was causing confusion to some.

// reduced sink mission tonnage requiremnts from 10,000 to 2,000

// enabled dutch harbor flotilla and associated patrol assigments.

//created new construction flotillas (gato/balao), scripted three, multi objective "sea trials".

// replaced campaign files with taters latest campaign mod (0.75)

- Replaced crew rating 4 with crew rating 3.
- Replaced crew Rating 2 with crew rating 3
- replaced crew rating 1 wtih crew rating 2
- replaced crew rating 0 with crew rating 2
Im going to try and run at least one patrol before i release it, as well as wait for any last minute changes/fixes to taters 0.75 campaign files. I imagine this will be in the next day of two.

afte that, im 7ziping the whole kittenkabuddle up, uploading it, and calling it quits. Only thing i intend to post after that is patrol logs and screenshots.
Ducimus is offline  
Old 08-06-07, 01:12 AM   #345
Roads88
Sparky
 
Join Date: Jun 2006
Location: Sacramento CA.
Posts: 150
Downloads: 0
Uploads: 0
Is the living, Breathing ocean still going to be part of 1.5.

If not I will keep running 1.3

One more thing...Thanks for all your hard work. Your Mods keep me interested.
__________________
It's useless for sheep to pass resolution after resolution in support of vegetarianism, while wolves maintain a separate opinion.---Unknown Author.
Roads88 is offline  
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 03:30 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.