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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Fleet Admiral
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#2 |
Navy Seal
![]() Join Date: Mar 2000
Posts: 8,643
Downloads: 19
Uploads: 0
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#3 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
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Don't forget Catfish is not playing with the mild watered down stock AI, but with TDW's IRAI mod, which in its unadulterated form can be like "Bungo Pete" reincarnated..
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#4 |
Dipped Squirrel Operative
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Small heads up.
Was just sunk by a hunter group consisting of 6 destroyers and one light cruiser accompanying 1 (one) Cimarron tanker, in october 1939. At 160 meters, running silent with 50 revolutions/minute and the crew put to rest. The first two depth charges hit at my exact depth, at the exact point, one meter left and right of the conning tower ![]() (Had i survived i had told Donuts he can put his U-boats were the sun don't shine; the british defence is invincible ![]() Have to find out where to lower the AI settings .. maybe there is a setting for zero, or maybe -1. ![]() Greetings, Catfish |
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#5 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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http://www.subsim.com/radioroom/show...171973&page=69 NOTE: is this mod perfect? NO WAY. It will continue to evolve as I learn more about the files and the game itself. Does the mod contain any bugs or errors? I hope not but to say it doesn't would be foolish. I will address errors/bugs as users find them and post them in my AIs thread. NOTE: this mod can be customized by editing the \data\Scripts\AI\init.AIX. I went to great lengths to make it user customizable and for testing different setups/configurations (testing) Although it is setup for the complete beginner to use the AI difficulty might be too much for the beginner. You can adjust the AI difficulty by editing the following file \data\Scripts\AI\init.aix. Find the following section: ###################### Difficulty parameters #################### # Note: difficulty is in range 0.0 - 1.0 with 0.0 being no difficulty (sensor doesn't exist) # for non-merchants VISUAL_DIFFICULTY = 1.0; HYDROPHONE_DIFFICULTY = 1.0; RADAR_DIFFICULTY = 1.0; SONAR_DIFFICULTY = 1.0; # for merchants VISUAL_DIFFICULTY_MERCHANT = 1.0; HYDROPHONE_DIFFICULTY_MERCHANT = 1.0; RADAR_DIFFICULTY_MERCHANT = 1.0; SONAR_DIFFICULTY_MERCHANT = 1.0; Difficulty is from 0.0 to 1.0 with 1.0 meaning 100% difficulty. I recommend adjusting only the highlighted values. If you are a beginner I would recommend values of 0.8-0.85 for those highlighted. If you are an intermediate I would recommend 0.85-0.9 for those values. If you are an expert I would recommend 0.9-1.0 for those values. |
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#6 |
Eternal Patrol
![]() Join Date: May 2004
Location: Aeoteroa
Posts: 7,382
Downloads: 223
Uploads: 1
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I had the same thing happen with my first patrol up against the carrier taskforce, sunk the carrier but couldn't escape escorts knew exactly where I was, silent running, depth charges! Dead. Tried 3 times before just giving up. I had IRAI mod enable now I just run Ui boat /open Horizon & Environment 5 mods and can now get away from escorts, mostly.
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#7 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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1. Go in IRA mod and open init.AIX (\data\Scripts\AI\init.AIX) 2. You wil have inside: VISUAL_DIFFICULTY = 1.0; HYDROPHONE_DIFFICULTY = 1.0; RADAR_DIFFICULTY = 1.0; SONAR_DIFFICULTY = 1.0; 3. Change with: VISUAL_DIFFICULTY = 1.0; HYDROPHONE_DIFFICULTY = 0.8; RADAR_DIFFICULTY = 1.0; SONAR_DIFFICULTY = 0.8; (this TDW recomanded for ,,beginers,,) 4. Save 5. Enable the IRA mod After that you can escape easyest for DDs. If is still to ,,hard,, for you to play you can changes the 2 yellow lines (HYDROPHONE_DIFFICULTY = 0.8; and SONAR_DIFFICULTY = 0.8 ![]() I also recomand to have the mod ,,AirTorpedoes,, installed after IRAI mod. I tested almost all the mods from the forum. Belive me, you must to have these 2 mods installed! |
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#8 |
Dipped Squirrel Operative
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Hello,
hey many thanks, i did not even expect an answer for my rant lol ![]() Now i do not even have to search for the location .. Will change this and see ![]() Thanks and greetings, Catfish |
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#9 | |
Fleet Admiral
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![]() ![]() Anyway, it didn't matter what you did, the destroyers always found you and dropped their DCs spot on. ![]()
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#10 |
Dipped Squirrel Operative
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Yes, they will still drop their ashcans exactly where you are.
It seems the mod does not change this (yet), only they find you better ![]() Now they also throw charges farther away, but if you are inside of a certain distance there is no chance, and this is wrong because just of all that close the ASDIC would temporarily lose contact, so a sudden fast turn would save you, at least for that attack run. Even several destroyers would not use the hydrophones while charges were thrown for obvious reasons. ASDIC is another thing ... As well the boat gives in a bit too early, every time there is a damage your hull will suffer, while in reality it would merely have been a ruptured pipe, or some blown fuses without damaging the pressure hull as such. Certainly, they used wooden beams to support dents in the pressure hull if charges had gone off really close - but to have a "pressurehull-o-meter" in percent ? ![]() Also remember SH2, i enjoyed it for the graphics (for that time lol) and played the competely scripted "campaign" (15 missions ?) one time, and the single mission at the Azores and the refuel one several times. And then never again .. SH3 was a quantum leap, but the same depth charge problem. And SH4. And SH5. Greetings, Catfish |
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#11 |
Navy Seal
![]() Join Date: Mar 2000
Posts: 8,643
Downloads: 19
Uploads: 0
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SH2 was released on 11/6/01. We sat and waited for a long, long time and that game just came up short. Then there was the 'cloaking' issue.
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#12 |
Eternal Patrol
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The depth charge problem was fixed with a mod in SH3, and I think in SH4. Why not SH5?
Or has it?
__________________
“Never do anything you can't take back.” —Rocky Russo |
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#13 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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#14 | |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
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The problem here (if there is a problem) is that in TDWs IRAI v.29 at the highest difficulty level, the escort AI can find you and follow you everytime and will keep dropping DCs on your exact position until you are DEAD! However, I see TDW is already working on a v.30 of his mod to tone down the AI. btw, if anyone wants to see how flexible the scripts in SH5 can be, just compare the init.AIX file that came with the stock game and the one TDW includes with his mod. TDW has added tons of custom scripts that make the AI come alive and use proper tactics. He has even created scripts that causes the AI to lose effectiveness as the crew becomes "fatigued" during a long battle, meaning that if you can hold out long enough, the escorts will eventually lose contact. The only issue now is to bring it down from "super-human" to "merely-human". ![]()
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#15 |
Rear Admiral
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If you mean "pin point accuracy" of depth charges. Yeah. They can be made to be as accurate, or as inaccurate as you want. You just have to adjust a sensor elevation here, a depth precision there, and maybe a sensitivity rating, or possibly a crew rating if you really want to stretch it. Getting rid of pin point drops isn't a one variable adjustment though.
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