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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1501 | |
Sonar Guy
![]() Join Date: Jul 2007
Location: Oregon, USA
Posts: 384
Downloads: 74
Uploads: 0
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This isn't really for Ducimus, but others might like to give this a try: Transport McArthur & Co. from Davao (where, presumably the PT boats broke down) to Darwin. I imagine a SpecOp where the normal patrol (in that area and time frame) would be interupted and assigned this Op. The boat would be given a limited time to pick up McArthur (three days?). Failure would mean that McArthur gets captured - a definate black mark on your record.
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#1502 |
Rear Admiral
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Well, ive been redoing the traffic. And it's given me cause to re evaluate various things. "Flotilla's" being one of them. As for the next release of TMO, im unsure of the version number anymore and when it will be (offically) released.
After i get done rewriting the campaign, i'll have to take a look at a few other odds and ends. At which point i will recompile and re release beta update under a new version number. At that point ill be waiting on CA's interior mod. Once that is finished, then the "official" update will come out. It's entirely possible ill be at version 2.0 when that occurs. |
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#1503 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
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Ducimus, What are you going to do when SH5 comes out? You could refuse to mod it. The result would be that thousands of players will continue to play SH4 with your mod. That would drive Ubisoft wild, and they might offer you millions if you join their game.
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#1504 | |||
Rear Admiral
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Absolutely nothing.
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#1505 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
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[quote=Ducimus; Nah, they'll be a whole new set of modders for SH5 to support it. Personally i think after SH5 see's its final patch, you'll see certain people coming out of retirement. I however, won't be one of them.[/quote]
My three toy poddles saw your post and have been howling continuously. They are upset. |
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#1506 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
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the screen shot of the ship silouette at night in post 1489 is just what my night view looks like. It is tough to see the enemy at night until they are almost on top of you. Is that how it is supposed to be?
Also, it does not matter what I do to remain undedected at night, the destroyers find me. I think they find me because I have to be close to the target's course to get off a shot. Am I doing something wrong? I am at battle stations, have the repair crew activated, and silent running is activated. My boat speed is either slow or really slow. I never stand a chance. Any advice? ![]() |
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#1507 |
Rear Admiral
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Year?
Day or night time? Surfaced or submerged? Fog? Wind? Your aspect, position, and range to the escorts? Lotta factors involved. |
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#1508 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
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Your response is interesting. A specific reponse by me will give you a guideline for a reply. I think what I need is a listing of the factors and the solutions, as I am playing missions which involve different years. But I have no idea of the factors, which could let me last a little longer or which may help me evade. (or are those factors AI trade secrets?)
Last edited by I'm goin' down; 11-04-09 at 10:18 PM. |
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#1509 |
Planesman
![]() Join Date: Oct 2009
Posts: 194
Downloads: 339
Uploads: 0
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Not sure if this is still relevant (seeing all the new betas and changes) but the Sargo has problems in the last "official" version of this mod, the attack periscope is lower than the observation periscope and when going to periscope depth one can't see anything through the AP, only the OP. As a makeshift solution I edited the periscope depth in the Sargo.cfg file but you still might want to fix it.
great mod, btw ![]() |
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#1510 | |||
Rear Admiral
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http://www.ducimus.net/sh415/ai.htm Quote:
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#1511 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
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I went to designated files to make AI easier, as it is impossible. I checked the files and my settings are at the easier settings even though I have not touched them. If I am correct, then TMO is beyond my capabilities. I was sunk ten times today, even though I did absolutely nothing to reveal my boats whereabouts. This not fair, and it cannot be realistic since the U.S., on whose side I am playing, supposedly won the war.
![]() 9.) The AI is too easy!! If you feel the AI is too easy to evade, go to the file data/cfg/sim.cfg. In the [sonar] section, change "Enemy surface factor=200" to a value of 150 instead of 200. That should slighly increase difficulty in evading the AI. 10.) The AI is too hard!!! (you can say that again!) Go to this file again. /data/cfg/sim.cfg and change the Hydrophone Thermal Layer Signal Attenuation from 2 to 3. Then change the sonar Thermal Layer Signal Attenuation from 3 to 5. Easy mode and dumber AI should be yours again. |
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#1512 | |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
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I get enough agent insertions and photo recon missions from the regular flotillas to keep things interesting. ![]() |
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#1513 | |
Rear Admiral
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It's really not THAT hard. Your doing something wrong, but i cant figure out what. My only guess is your trying to make a night surface attack and either going too fast, not pointing your bow at the enemy to minimze your silloute, they have radar, OR there's a capital ship in the mix somewhere. As they can see alot farther then a normal tin can. |
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#1514 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
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Okay. I will follow your suggestions. Here are my AI setttings per question and answers accompanying the mod download. Usually, I am sunk when I am in position to attack a convoy and at or right below periscope depth. Any deeper and I cannot track the convoy I am attacking. Here you are:
TMO1.7/data/cfg/sim [Hydrophone] Detection time=1 ;[s] Sensitivity=0.15 ;(0..1) Height factor=0 ;[m] Waves factor=0.5 ;1.0 ;[>=0] Speed factor=15 ;[kt] Noise factor=0.25 ;1.0 ;[>=0] Thermal Layer Signal Attenuation=3.0 ;[>0], 1 means no signal reduction, 3 equals signal reduction to 33% [Sonar] Detection time=5 ;[s] Sensitivity=0.05 ;(0..1) Waves factor=1.0 ;[>=0] Speed factor=20 ;[kt] Enemy surface factor=200 ;[m2] Lose time=30 ;[s] Thermal Layer Signal Attenuation=5.0 ;[>0], 1 means no signal reduction, 5 equals signal reduction to 20% ![]() |
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#1515 |
Planesman
![]() Join Date: Jan 2004
Posts: 186
Downloads: 104
Uploads: 0
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Ducimus, has anything been done in TMO 1.7.x (whatever the latest is for the 1.7 series) that reduces the range at which aircraft are rendered? I seem to remember in RFB that even small aircraft could be seen visually from the moment that you'd get the "Aircraft spotted!" message...sometimes even before. On patrols with TMO 1.7 I hear the callout and look on the bearing in question with the binocs and they don't seem to be rendered until practically right ontop of me...this makes it near impossible to manually engage them with the AA gun (I find the AI crew gunners are poor shots).
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