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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sonar Guy
![]() Join Date: May 2005
Location: Chicago, USA
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I searched through the forum posts, read the readme in the cfg file, but I still don't understand the thermal layer randomization.
![]() I looked through that random events cfg file, I don't understand, how do you edit it? I have played a few scenarios and it seems even late war, escorts drop one pattern or two, then It is way too easy to escape. 30 minutes tops. I want to edit the files to make AI sensors more accurate to allow more a challenge late war. Can someone please explain how this could be done with SH3 Commander? ![]() Thanks |
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#2 | |
Machinist's Mate
![]() Join Date: Apr 2005
Location: Germany
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By increasing this value under 0_data\Library\AI_Sensors.dat: ChooseFrom=10 (50% chance to get a layer effect) to e.g. ChooseFrom=50 (10% chance to get a layer effect) or even higher for more worse odds. If you want to change only late war sensors its better to ask Hemisent, cause he knows what to change. |
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#3 |
Sonar Guy
![]() Join Date: May 2005
Location: Chicago, USA
Posts: 396
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Thanks!
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#4 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
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![]() Soon I am hoping to get a sensor configuration and randomisation so I am occasionally challenged. I do however want to try and get them as close as possible to what their realistic values should be without getting back the uber DD effect. This is very hard to do if I was to try and create a fixed number in the ai-sensor file as I am stuck by the limits of having those settings perm. I may just set a small percentage randomisation on the sonar arcs, Hydro ranges etc and apply this through SH3 Commander randomised events. The other way is what Georg_Unterberg descibes but that is if it is the thermal adjustments and not the actual DD sensors as they stand in GW. Lets hope for aquick resolution, I will keep you posted as I learn the limits
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#5 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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I've had numerous careers and my commanders seem to be getting killed about 80% of the time, which is far too high, given the historical survival rate. Also, I tend to get depth charged to death in almost every case, and usually when I'm very deep and silent, which seems wrong to me.
All my knowledge of the game files leads me to believe that the cause of this is an unrealistically high sensor ability on the part of destroyers, so Hemisent's mod (combined, of course, with SH3 Commander) is a godsend to me. The standard 50% chance of a layer (the ChooseFrom=10 value) will, I'm convinced, reduce casualties to more reasonable levels - in my case it should allow around 50% of commanders to survive careers, which is close enough to the real life figure of 75% for me. I'm tempted to take it down further, perhaps to a ChooseFrom value of as little as 6 (mostly because I'd like to get to that 75% commander survival rate, but also because the #4 thermal layer value is still deep enough to prevent all boats in the game from getting beneath it except perhaps the XXI). Anyway, I'm going to give the stock settings a go.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#6 | |
Navy Seal
![]() Join Date: Apr 2005
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You may also like to set the lost contact time to 45 minutes standard - if so change: AI Detection|Lost contact time=I|15|45|Y ;Randomises the time Escorts spend looking for you after losing contact, in minutes to AI Detection|Lost contact time=I|45|45|Y ;Randomises the time Escorts spend looking for you after losing contact, in minutes |
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#7 |
Ocean Warrior
![]() Join Date: Apr 2005
Location: Carmel, Indiana
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I agree with Berry. I get killed about 90% of the time. I think the destroyers are plenty strong. In the war weren't most of U-Boats sunk by air later in the war?
irish1958 |
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#8 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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In the standard game the survival rate for a crew was close to zero. That of a commander (assuming the player limited patrols realistically) was around 10%. Using RUb the survival rate for a commander is more realistic (something like 20% to 40%), but it still needed work. With SH3 Commander's automated career limits, now that we have thermal layers in SH3 Commander as well as a variable time to lose track of a U-boat AND the possibility of surrendering while under attack it makes things far more realistic. We now have a realistic way of making the survival statistics of the game match reality exactly. One problem we still haven't figured out is the aircraft attack issue. Aircraft in the game tend to be ineffective, and it's related to the time compression. At high TC aircraft are rarely generated, whereas at low TC they are generated too often. It seems ridiculous to me to balance air attacks by chugging along at 64x TC, but that is the only method that is effective at present, and it doesn't seem that this will ever be solved. I tend to think that the only way to resolve the issue to any level of satisfaction is to balance the game based on a general U-boat survivability factor rather than trying to balance aircraft to be as effective as ships, given the fact that aircraft effectiveness will always be governed by the time compression at which a player is running.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#9 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
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![]() ![]() I remember in one of the threads that by setting 3d render up to 1024, the planes behaved much better in the sense that they appeared as they were supposed to even in time compression. That was a long time ago and I think that not long after, the guy desperetly wanted the Air radar mod so he could be warned :rotfl: :rotfl: :rotfl:. Init it amazing how chinese whispers get started If this was to be the case, then door open but so does the need for a new crew model.
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#10 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#11 | ||
Silent Hunter
![]() Join Date: Jul 2002
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#12 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#13 |
Silent Hunter
![]() Join Date: Jul 2002
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Ok understand, just one thing the AA has been brought up before elsewhere, main problem is the number of AA to be realistic would bring all current comps to their knees. Just like trying to recreate the D-day armada in SH3 would bring the same result.
![]() I honestly think one of the most realistic wargames I ever played is Steel Panthers World at War, air attacks rarely take out tanks, trucks though do get hit. Anti-tank guns are the best way to take tanks out, tanks can't spot them or infantry very easily, arty takes out the most infantry etc. |
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#14 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#15 |
Silent Hunter
![]() Join Date: Jul 2002
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Well trhis is not the thread and we could go on about the issues (as we do for SH3) but I think this is partly an AI problem and a player and mission designer problem. Later on in the war flak got very dangerous indeed (Clostermann mentions this ) and the Kamikazes were in part a way to deal with the powerful light AA of the USN. In any case pilots made one pass and tried to use up all their ammo then...I doubt multiple passes were the order of the day. AI unless you can tell in not to will do that plus some missions are badly written and many players in every sim play in an unrealistic manner.
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