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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1756 |
Black Magic
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#1757 |
Machinist's Mate
![]() Join Date: Feb 2012
Location: Dumaguete City, Negros Oriental, Philippines
Posts: 129
Downloads: 68
Uploads: 3
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The link to the upgrade to v0.034.1 leads us to the upgrade to v0.030.1
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#1758 | |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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Aha! In that case, I'll report back on the performance as & when I encounter them. ![]() |
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#1759 |
Black Magic
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#1760 |
Ace of the deep .
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Playing the campaign and western approaches mission in the happy times . Just found one of the biggest escorted convoys i have ever seen in SH5 . Time to test IRAI .
Mods i am using related to IRAI AI_sub_crew_1_0_1_TheDarkWraith FX_Update_0_0_19_ByTheDarkWraith NewUIs_TDC_6_9_0_ByTheDarkWraith NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo NewUIs_TDC_6_9_0_Real_Navigation Manos Scopes-patch for 16x9 IRAI_0_0_34_ByTheDarkWraith IRAI_upgrade_to_v_0_0_31 TDW_No_Hydrophone_On_Surface_1_1_0 PS also a good time to test the new bose headphones i bought yesterday . |
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#1761 | |
Black Magic
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![]() I'm currently testing v35. Watching the new (again) AI sub behavior to ensure they don't get slaughtered by the ship's gunfire along with some other things ![]() |
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#1762 | |
Ace of the deep .
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#1763 |
Black Magic
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v35 is shaping up to be another great version
![]() v0.0.35 - made changes to sim.cfg to make it a little easier for AI to detect you - enemy is allowed to search for contact longer - operation plaster now has ability to ram contact if close enough to the surface - HK leader now has ability to ram contact if close enough to the surface - corrected bug where if leader was unable to follow waypoints it could possibly come to all stop (and the rest of the ships in group come to all stop also) - more optimizations done - changed how AI ships can fire guns at submerged contacts. If they spot you visually or they spot you on sonar (not hydro!) and you are <= 20m depth and within 8000m they will open fire - rewrote sub AI so they don't get slaughtered by ship gunfire (they minimize exposure to it) - corrected bug where if single unit was unable to follow waypoints it could come to all stop - changed hedgehogs fall speed to 6.5 - changed hedgehogs launcher to max range of 200, diameter to 70 - fixed bug of when torpedo detected a unit could come to all stop vice trying to avoid torpedo - Airplanes now hang around if they have cannons available and will not resume waypoints until your sub has submerged or it runs out of ammo. Also if a plane has no bombs and no torpedoes but it has cannons then it will come and investigate you (in previous versions it would just keep following waypoints) - Airplanes (excluding torpedo bombers) now change altitudes as they are coming to investigate you, drop bombs on you, or shell you to death. This is something I've been trying to do for many months! - When an airplane initially spots a contact it will drop down close to the water surface for it's initial run. If it's a torpedo bomber then it will stay close to the water until it delivers it's torpedo. If it's a bomber or a plane that has no bombs or torpedoes then it will pop up and make it's 'bomb run' at 3000m from the contact. This makes for a very nasty surprise because you have little to no warning that an airplane is tracking you! Note the entries about the airplanes ![]() Hope to have this available here very soon ![]() Last edited by TheDarkWraith; 04-25-12 at 08:57 AM. |
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#1764 | |
Black Magic
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![]() You were correct. I have removed that link as I feel you do not need to dumb down the AI anymore. |
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#1765 |
Black Magic
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v0.0.35 released. See post #1
The new hell just got worse ![]() ![]() |
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#1766 |
Ace of the deep .
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Playing with realistic sensors enabled in the ingame options .
I tried to attack a convoy from within but had no chance against the dds . You will need to shadow the convoy and wait for wolfpack or try a spread shot from a long way off if there is lots of dds . Actually in hindsite i should have radioed the convoy in and then scouted for a few days to see how many dds there were . Star shells , ramming , the pinpoint accuracy is gone . Lost for words actually . You have taken the AI and made it realistic . Brilliant . I did notice when firing a salvo at the convoy from a few kilometers away , as soon as i fired the torps the ships all fired there star shells . would it be possible to have a delay . I think i will start a new campaign and just cruise up and down Kiel harbor , too scared to go anywhere else . Last edited by THE_MASK; 04-25-12 at 08:16 AM. |
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#1767 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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Another new version! You are a machine, TDW!
![]() I'll try my best to test it today before I go to work and post my impressions here. |
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#1768 |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
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__________________
What we do in life echoes in Eternity |
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#1769 | |
Black Magic
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#1770 |
Black Magic
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No machine, just determined. Once something pisses me off (common in software) I will work tirelessly to fix it or make it do what I want it to do (exploitation). I was playing the game and the AI pissed me off royally because it was acting completely dumb. I couldn't take it anymore
![]() ![]() Today I will look into all the problems that have been reported with Scapa Flow to see what the AI is doing/not doing. I have to update my OHII first then I'm off to Scapa ![]() |
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