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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch Officer
![]() Join Date: May 2005
Posts: 335
Downloads: 52
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Am I missing something here???
Why not just use the AI from SHIII in SHIV? Convoys didn't shut down their engines when one ship was attacked in SHIII. Is it painfully simple to just keep the same AI model or am I in some "total reality inversion vortex" or something??? ARGH!
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The day publishers figured out that they could sell flashy first person shooters to teenagers in numbers greater than sand on a beach was the day that quality simulations died. --Col. Tibbets UBI SHIV Forums I guess they should have made SH4 an open boat where we run around inside and shoot each other a 1000 times. They seem to handle those games with numerous patches. --Longam UBI SHIV Forums A sad day has dawned... |
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#2 |
Engineer
![]() Join Date: May 2007
Posts: 211
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Yeah and don't think Japanese DDs rotated on the spot either.
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#3 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
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I imagine the intent was to improve, and time was not managed well enough to complete to satisfaction. There are other changes that were not completed as well. Only 98% of sub settings in zones.cfg were moved to UPC files for example.
IMO the AI issue is the #1 thing that MUST be fixed before SH4 is abandoned. |
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#4 | |
Stowaway
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#5 |
Lucky Jack
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Seems to be some conversation concerning this. Some feel the merchants are stopping so the destroyers can listen with the sonar equipment. I'll buy that to a certain extent. They really need to start zig-zagging afterwards. But the really do not do much of that. In SH3 it was almost predictable down to the letter (IMHO). It got quite easy to make set up and firing solutions. Furthermore there is a mixed bag of DD and response. Some are just very dumb and others will work you over keeping you down. I had this last night, 4 DD escorting a large European passenger ship. These guys ment business and they gave me the business also. I do like the fact that the merchants speed up and slow down frequently, it makes getting a good solution difficult and a bit more challenging.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#6 |
Soundman
![]() Join Date: Apr 2005
Posts: 147
Downloads: 18
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Last night I had a pair of merchants bow to stern (no escorts) coming at me last night. I put one fish into the first one and sent it down. The second one looked to be starting to zig zag but instead pulled a 90 deg to course and stopped. I decided to surface to and deck gun it to see if I could scare it away.....nope just stayed there. Eventually I just got a solution for the merchant and put a couple of fish into it. I don't know if it was stopping to pick up survivors? I have had some DDs that have been a challenge though
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#7 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
Uploads: 0
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#8 |
Ace of the Deep
![]() Join Date: Oct 2005
Location: BA 72
Posts: 1,092
Downloads: 43
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I remember the anticipation for SH4 before it was released. One thought that kept bouncing around was - Jap ASW was a joke in RL, so what kind of challenge can we expect from the game?
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#9 | |
Sparky
![]() Join Date: Apr 2005
Posts: 152
Downloads: 8
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The convoy should (in general) turn away from the direction of the attack, and the escorts should direct their active sonar toward the presumed area the torps were launched from (and sometimes actually beeline directly toward the area, following torp tracks if they are steam). Eventually the convoy would resume its base course, but increase the frequency of zig zagging. |
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#10 | |
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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