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#496 | |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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#497 |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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This is another wolfpack mission, there are two wolfpack group and they attack small convoy and small taskforce. Magnum did not update DDS (image) file with true units location.
Anyway, thanks Magnum for new wolfpack mission! ![]()
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#498 |
Seasoned Skipper
![]() Join Date: Jan 2002
Location: Oslo, Norway
Posts: 654
Downloads: 163
Uploads: 0
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Ok, so i've seen a really strange behaviour now. I've met several convoy's and as soon as i hit my first target the whole convoy slows down to 0-3 knots. Happens every time with the latest version. It's like a turkey shoot. I can sink 10-12 ships every time... byebye to big tonnage numbers you say?
![]() btw, is it possible for you to do something about the rediculous accuracy the merchant gunners has? Great job taking on the AI. It's really needed ![]()
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#499 | |
Lieutenant
![]() Join Date: Mar 2007
Posts: 250
Downloads: 140
Uploads: 0
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[AI Cannons] (for cannons) . . Max error angle=xxx [AI AA guns] (for machine guns) . . Max error angle=xxx Higher number means less accuracy (I`m currently using 7 and 8). |
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#500 | |
Black Magic
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They must be trying to go into reverse? That's the only way I can see them detonating the DCs. I'll have to put a condition in that says if their speed is > some value then they are allowed to DC. I'm just puzzled as to how they are blowing themselves up. In this example you were clearly deep and thus the DCs had to be going deep also. |
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#501 |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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Played historical mission PQ-17 with IRAI 0.18:
Observations: 1) At my second game all merchants were in front of all escort ships, 2) At first game merchants no zigzag, no up or down speed (I was only on periscope depth, so they didn't see me, but should be alarmed, right?) 3) Ships at close range to attacked ship were slower (1-2kt), no zigzag, I think that they should escape from attacked ship at 70-100% of full speed, But saw something special of AI sub: AI sub stops, next emergency back to avoid DC form attacking escort ship, after that full speed... No next attack, but really impressive! ![]()
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#502 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Some other tactic canceling the run? Iirc, the devs just made the DD do a straight run, trigger the DC firing at x distance and then disable DC firing at x distance, letting the DD return to "follow" tactic at the end of the straight run.
![]() Ramming behaviour interupting? Maybe check the tactic properly checks subs depth. (yeah just guessing, haven't looked at your work yet, just some stuff I remember from the original files. ![]()
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Contritium praecedit superbia. |
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#503 | ||
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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![]() I will change the settings for the merchant convoy and put one of the escorts as leader, this should fix the problem with them fleeing. I will update the topic soon as I'm done. Quote:
LE: Updated the wolpack mission, now the merchant convoy leader is the first escort. I have no time to test it, but now they should not flee... hope so. This mission consist of 2 wolpacks attacking from 2 different direction and a solid task force that come from south a bit later on, they should join the party after the wolpacks engage the merchants. Last edited by Zedi; 08-17-10 at 08:09 AM. |
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#504 |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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Next strange issue spotted on last IRAI 0.18:
I fired four torpedoes in front of the first BB in Italian taskforce - they missed, however the BB was alerted (torpedo spotted!). He looked as began to zigzag - turned left after few second turned right at full speed (I see and think: is OK!), but after that this BB started make a wheels without interruption, at full speed all time. Other ships (BB, CA and escorts) have not responded and keep their course. Not zigzag, not accelerate, the convoy's escort did not start to look for hidden submarine...
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#505 | ||
Black Magic
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This treating of carriers as battleships explains the post above also. |
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#506 |
Seasoned Skipper
![]() Join Date: Jan 2002
Location: Oslo, Norway
Posts: 654
Downloads: 163
Uploads: 0
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Nice work TDW
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Intel I7-7800x CPU. 16Gb G.skill DDR4 3600MHz. Asrock Taichi X299 mb Palit RTX 2080Ti. Fortron 1000W PSU. BenQ XR3501R LCD. |
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#507 |
Black Magic
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fixed the battleship and carrier issues. But I've noticed one big problem - carrier doesn't have any hydrophone or sonar?? Haven't checked the battleship.
I had to rewrite a good portion of the ship AI to account for the carriers and battleships. Still have to rewrite more after I figure out what to do with them when they are part of a convoy that has escorts. Do I send them out with the escorts or do I have them stay with the convoy? If they are part of an HK group they go with the HK group (but the hydrophone bug mentioned above could prevent them from following the group). Also changed the way escorts were divied out (for convoys - doesn't apply to HK groups). Before it was x amount get assigned to the contact and the rest were assigned nothing (so they were free to act on their own accord). Noticed that this was problematic as they would peel off from the convoy and attack the contact. Now the remaining escorts are assigned the role of guard convoy to keep them with the convoy. |
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#508 |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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Yeaaaa!
![]() Carriers and battleships (and other heavy units as CA or CL) were not responsible for submarine detection.
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#509 |
The Old Man
![]() Join Date: Aug 2009
Location: Sin City
Posts: 1,364
Downloads: 55
Uploads: 0
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the ONLY problem with these mods is it adds on the the rediculous campaign. not only are the spawns total BS, but with this mod it makes it so that in the rare event such a convoy or even worse TASK FORCe comes along, youll either get less, get nothing but DC, or just die. i say we also need a serious campaign aleration rather than just cutting obj in half. that combined with this will make an excellent SH5.
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#510 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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True. With IRAI, playing the campaign is very hard. And I'm thinking to those ridiculous missions about sinking BB's and carriers. Even with Lite Campaign on, Mare Nostrum is no go with IRAI enabled. It's highly required a mod team to come up with an alternate campaign, or modify the original and remove the BB missions.
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