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Old 03-21-10, 04:06 AM   #1
Gandalfi2005
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Default [REL] Haramirs Sensor Mod [Update V 1.1]

Download Link Ver. 1.0 : http://www.filefront.com/15889065/Ha...20Mod%201.0.7z
Download Link Ver. 1.1 : http://www.filefront.com/15926505/Ha...20Mod%201.1.7z


This Mod is based on Ducimus fabulous WIP_RUB_AI_Sensor_Tweaks.

Haramirs Sensor Mod changes from WIP_RUB_AI_Sensor_Tweaks :

Reduced the mightiness of the Sonar a bit.
RUB Mod switched off the Thermal Layer Effect for Hydrophones and Sonar.
For Sonar i have added a little thermal layer effect.

- Thermal Layer Signal Attenuation=2.0

During Test with the RUB_AI_Sensor_tweaks Mod, i couldnt escape the destroyers mostly due to the mightiness of the Sonar. Whatever i did, they ping me down. So I tweaked the Sonar a bit down.

Sonar Sensitivity=0.5 original 1
Hydrophone Sensitivity=0.7 original 1

I have tested this Settings in a mission with 2 Elite V&W Destroyers and later on with 2 mediocre V&W Destroyer.
With both Destroyer Types, i got a thrilling 'Depth Charges Battle Feeling' and was able to escape later on with some tactics.

And yes ... to play possum in the right moment is a valid tactic ;-)


Changes 1.1

After several Test in the the Stock Campaign, i decided to put Sonar a little bit up. Also the hydrophones a tick. I was able to escape a Heavy Destroyer pursuit with this settings. But if you are happy with 1.0 Settings, stick with Version 1.0

Sonar
- Sensitivity=0.7 original 1
Hydrophone
- Sensitivity=0.8 original 1

Hope you enjoy.

Last edited by Gandalfi2005; 03-25-10 at 04:06 AM. Reason: Updated to Version 1.1
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Old 03-21-10, 04:24 AM   #2
thruster
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sounds great, thanks.

i remember in SH3 i'd attack from the side of a convoy from about 1500m, multiple hits, then silent running only to have the escorts then go straight for my position without even bothering for or needing a search. that still happen?
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Old 03-21-10, 04:44 AM   #3
Gandalfi2005
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Quote:
Originally Posted by thruster View Post
sounds great, thanks.

i remember in SH3 i'd attack from the side of a convoy from about 1500m, multiple hits, then silent running only to have the escorts then go straight for my position without even bothering for or needing a search. that still happen?
Depending on your Signature (Noise, Profile, Light Condition, Waves) and their awarness. If they know you are there Elite Destroyer in good weather condition will see you early. In my Bad weather test, they have had some trouble to find you initally, but when they know where you are, its time to go deeper and its hard to escape. And they can kill you in 150 meters depth. Happend in one of my test.
Mediocre Destroyer will have some trouble to find you initally but when they know where your are they are thrilling too.

Elite Destroyer on silent running will hear you at round about 450 Meter. With Engine off and Silent Running State, they wont hear you but can ping you down.
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Old 03-21-10, 04:45 AM   #4
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the link is broken, fix it please (though it still can be used by removing the front double http from it).

Last edited by cothyso; 03-21-10 at 05:04 AM.
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Old 03-21-10, 04:54 AM   #5
Gandalfi2005
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Quote:
Originally Posted by cothyso View Post
the link is broken, fix it please.
sorry fixed now.
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Old 03-21-10, 05:25 AM   #6
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thanks

give it a try


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Old 03-21-10, 06:36 AM   #7
BowfinSS287
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thanks for this.....AI mods are the most important mod of all
you can have all the bells and whistles ,but if you don't have
a great cat and mouse game,your dead in the water
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Old 03-22-10, 04:21 PM   #8
Ducimus
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Quote:
Originally Posted by Gandalfi2005 View Post

This Mod is based on WIP_RUB_AI_Sensor_Tweaks.
If your gonna cite the source, at least cite the author when you know who it was. I'm not pitching a b*tch, i'm just saying. I've never had a problem with others using anything i do, and if i had, i wouldn't have posted it in public where others could find it if they knew where to look.

edit: BTW

Quote:
Originally Posted by Gandalfi2005 View Post
RUB Mod switched off the Thermal Layer Effect for Hydrophones and Sonar.
That is because thermal layers were deeper the uboats could go. The atlantic is much colder then the pacific.


Quote:
Originally Posted by Gandalfi2005 View Post
During Test with the RUB_AI_Sensor_tweaks Mod, i couldnt escape the destroyers mostly due to the mightiness of the Sonar. Whatever i did, they ping me down.
Firstly, as the file notes, it is a Work In progress. I admit my first effort is tantamount to hitting the AI with a sledgehammer to get it to do something. This WIP was about fine tuning. Haven't gotten to that yet cause ive been busy with another project.

Secondly, when i see complaints like, "I can't get away", i wonder what was tried. Any AI adjustment i do, has one major thing in mind, to remove the "Go really deep, slow to 1 kt, and hit Time compression tell the DD goes way." You need to twist, turn, and be engaged in the game without much TC, or your never going to get away.

Last edited by Ducimus; 03-22-10 at 04:34 PM.
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Old 03-22-10, 05:25 PM   #9
Ragtag
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Quote:
Originally Posted by Ducimus View Post
If your gonna cite the source, at least cite the author when you know who it was. I'm not pitching a b*tch, i'm just saying. I've never had a problem with others using anything i do, and if i had, i wouldn't have posted it in public where others could find it if they knew where to look.

edit: BTW



That is because thermal layers were deeper the uboats could go. The atlantic is much colder then the pacific.




Firstly, as the file notes, it is a Work In progress. I admit my first effort is tantamount to hitting the AI with a sledgehammer to get it to do something. This WIP was about fine tuning. Haven't gotten to that yet cause ive been busy with another project.

Secondly, when i see complaints like, "I can't get away", i wonder what was tried. Any AI adjustment i do, has one major thing in mind, to remove the "Go really deep, slow to 1 kt, and hit Time compression tell the DD goes way." You need to twist, turn, and be engaged in the game without much TC, or your never going to get away.
Good answer. Looking forward to the next version. Thanks to this i'm having a blast now being hunted after sinking a ship or two. No more convoy wipeouts. Love the challenge so a big thanks to you. keep it up
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Old 03-23-10, 07:29 AM   #10
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Quote:
Originally Posted by Ducimus View Post
That is because thermal layers were deeper the uboats could go. The atlantic is much colder then the pacific.
Why was it pinned out in the U.Kmd.Hndb.(1942 edition) that the water should be measured for salinity and temperature to be able to use layers?

And in the same manual/book 6-7 specific places are mentioned where they are more profound then usualy (mentioned are Skagerrak, Kattegat, West coast of Norway, Pentland Firth, the Gulf Stream and Straits of Gibraltar)

Additionally in the book they write:

Quote:
Position finding by ASDIC is very difficult, and almost impossible in:
Shallow water of varying depth(sand banks)
Where there are many wrecks
Narrow bays (Norwegian fjords)

as it is usually not an echo that is produced, but numerous echoes, which make it difficult to keep, but more especially to locate, the target.
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Old 03-23-10, 08:07 AM   #11
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Quote:
Originally Posted by Mav87th View Post
Why was it pinned out in the U.Kmd.Hndb.(1942 edition) that the water should be measured for salinity and temperature to be able to use layers?

And in the same manual/book 6-7 specific places are mentioned where they are more profound then usualy (mentioned are Skagerrak, Kattegat, West coast of Norway, Pentland Firth, the Gulf Stream and Straits of Gibraltar)

Additionally in the book they write:
The answer is context.

Most of the North Atlantic IS too deep and cold, but obviously there are localities with various circumstances. To make a blanket statement about no reachable thermal layers and apply it to every square meter of the N. Atlantic is over generalization.

That said, it was largely true, and if you have to choose one or the other for the game ( do we still ?) then taking them out is certainly a choice that can be rationalized.
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Old 03-23-10, 08:27 AM   #12
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I installed this with JGME . But does this mod actually support JGME?
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Old 03-23-10, 08:32 AM   #13
Gandalfi2005
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Quote:
Originally Posted by oscar19681 View Post
I installed this with JGME . But does this mod actually support JGME?
Yes
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Old 03-25-10, 04:04 AM   #14
Gandalfi2005
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Some little Tweaks available in Version 1.1. See changelog in first Post of this Thread.

Hope you enjoy.
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Old 03-25-10, 05:03 AM   #15
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Thanks for the update. loved 1.0.
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