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Old 12-06-07, 12:00 PM   #106
Peto
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Quote:
Originally Posted by AVGWarhawk
Yes and no.....I want to have everyone take a good look at this mod because it looks like you and Tater are working together on this and other parts of the AI layout....DC, thermal layers, other sensor. Everyone should try this out. It is just a fun mod!
No worries! It may take time to get it as right as I's like it to be but I'm determined. And you're right about tater's work--if he can get the DC's and damage models worked out I'll owe him a fine malt beverage--perhaps a Glenlivet in a subsim snifter :hmm:.

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Old 12-06-07, 06:26 PM   #107
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Version 1.1 now available at 1st post of this thread.
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Old 12-06-07, 07:47 PM   #108
claybirdd
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Default thnx

First off I just would like to say thank you for all of the hard work youve put in. I downloaded the first version when it came out and really wish i could give you some feed back, However on my first patrol I simply was never detected. But this is a good thing and puts a smile on my face. Just got through with downloading v1.1 and am about to begin 2nd patrol, hope i get some results. BTW i really like how you didnt tweek enemy AI before detection.
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Old 12-06-07, 07:52 PM   #109
Peto
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Quote:
Originally Posted by claybirdd
First off I just would like to say thank you for all of the hard work youve put in. I downloaded the first version when it came out and really wish i could give you some feed back, However on my first patrol I simply was never detected. But this is a good thing and puts a smile on my face. Just got through with downloading v1.1 and am about to begin 2nd patrol, hope i get some results. BTW i really like how you didnt tweek enemy AI before detection.
Happy Hunting! Any and ALL feedback will be appreciated. If you don't like it, tell me why. I need info even if it's bad news (actually--that's probably the most important info I can get).

1. Date:2. Escort(s) Class(es):3. Weather Conditions

Thanks claybirdd!!!!
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Old 12-08-07, 04:55 PM   #110
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Claybird, the best thing here is Peto did not make all the AI super hunters. It is a mix of deadly mofo's and regular rookies. So you never now what you are up against until it is to late.


Peto, I'm have a death wish patrol. I'm commanding S-41. If a killer subchaser gets a hold of me.....things will get ugly very fast! Keep up the good work. My S class crew is puckered already.
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Old 12-08-07, 06:58 PM   #111
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Just saw the new version is posted, nice , getting it now


RDP
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Old 12-08-07, 09:54 PM   #112
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Just finished my personal record. Old S-Class (S-39), 1 Task Force attacked and no damage. Started out evasion with 4 escorts on me, eventually 3 left leaving 1 persistent pest behind. Took the S-39 to the Crushing depth of 250 feet and jigged like John Travolta. Finally got away.

just over 6 hours. Thank devs for the pause game feature !!!
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Old 12-08-07, 11:46 PM   #113
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I wish I could say the same. I was spanked like a new born baby
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Old 12-09-07, 12:48 AM   #114
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Quote:
Originally Posted by AVGWarhawk
I wish I could say the same. I was spanked like a new born baby
Well--I added some special code that make the escorts particularily difficult only on your computer .

S-Class is a lot more scary with this mod I'll admit. Still haven't been sunk...yet. Those 2000+ yard shots begin to be more appealing if it means the escort has to travel 3000+ to reach me. Gives me time to set up--point my stern at him. That can save your butt.

Edit for Hints: In the course of testing this mod, I've discovered that I needed to change my tactics a little. With the sound mods included, it is much easier to hear approaching escorts. the "bad" side of this was I originally found myself going to flank and evading too early. This gave the escorts (especially the little guys) time to catch me on passive and compensate. They were more deadly than ever.

Now with "fast turners" I let them almost pass over me before I will accelerate. Beginning a turn as soon as you get in their blind zone also helps--they don't seem to pick up on that. The combination of already turning off the course you were on and speeding up pretty much at the point where they drop charges, works pretty well. It often leaves you close enough to receive some serious tooth-shakers though. When setting up your evasion, think about the K-guns 1st. They get me more often than the rack charges.

As for Destroyers, the same principle works but they have a tougher time reacting to your evasion (they turn slower). It allows a little more "slop" room to work with. They're also really boogying when they come in and often don't seem to hear with passive at all during the run. Unless they do that annoying 30 knot drift which the game seems to think makes them able to hear.
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Old 12-10-07, 04:08 AM   #115
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was on patrol of S japan july 42 when i came across a juicy convoy of 3 large troop transports and 1 dd. fired 2 at each and they all missed (need a lot more tdc practise). then the counter attack came which only lasted 2 hours but i guess the dd had to get back to the convoy.

it dropped about 10 paterns before i managed to escape. i then heard it drop paterns further away tryin to guess were i was. after lost contact i came to periscope depth and would u believe it there it was at all stop listenin for me to start movin!

overall a great experience which felt just about right for bein so early in the war
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Old 12-11-07, 10:25 PM   #116
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I love this mod, It adds just the right touch when coupled T.M.(IMHO) Spotted a couple of destroyers and a subchaser offthe coast of Balikipan on second patroll. After one dead destroyer and two and a half hours later (no TC), my patience wore thin. within seconds of my periscope being raised I was taking fire from the other Asashio. Immediatly I crash dived and soon was finished off by an underwater blitz of well aimed DC. Thank you for this mod. I hope others give it a try, Im finnaly pissed at my game and its not because of a bug or screwed up scene.dat file.
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Old 12-11-07, 11:14 PM   #117
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Thanks for the feedback Gentleskippers! Very glad you're enjoying it!!!

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Old 12-12-07, 07:04 AM   #118
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Hi Peto,

I use too your mod and I think that he make SH4 IA better than SH3 (for me).

I love it.

Best regards,


Jean
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Old 12-12-07, 01:50 PM   #119
Peto
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Quote:
Originally Posted by jean74
Hi Peto,

I use too your mod and I think that he make SH4 IA better than SH3 (for me).

I love it.

Best regards,


Jean
Thank You Jean74! Thanks quite a compliment !!!

The difficult thing about sonar and SH3 is there are so many variants. Early war (123/128 active sonar models) are pretty much the same as the Type 93 that the Japanese use in SH4. But then you start getting into the Q types and 144/147 Sword--those worked very differently than conventional sonar.

Type 147 for instance, had to be aimed by the sonar operator. It was much shorter ranged as well. Allied escorts with Type 147 typically had another active system installed as well--a game limitation that poses a challenge. I'm currently looking ahead and think I've figured out a way to model those challenges accurately. We'll see when the expansion pack hits the shelves .

Thank You Again!!!

Peto
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Old 12-12-07, 06:12 PM   #120
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Default Japanese skipper very newbie... is it possible in early war?

Hey, Peto...
First, I really like very much your mod... I went to bottom twice and I'm learning by the hard way how to run away but it's very fun.
So, I was used to find in my way skippers very talented ... and in my new career, during december 41, I sank three fat Marus after firing 12 torpedoes under the nose of a DD that just looking for me anywhere... she never charge me!

Here's my question (perhaps someone has already answered somewhere in the thread): is it possible to find such newbie Japanese skipper?

Thanks for this superb mod!

Lopo
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