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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: May 2020
Posts: 26
Downloads: 14
Uploads: 0
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Found a latest video with Epic Mod 2.11 in youtube, in which the dual between sealwolf and oscar (AI) is very impressive. I think the AI is much smarter than vanilla. You can see the torpedo evasion maneuvering of the oscar, during which he even remembered to counter-fire with waterfall missiles when close to surface!
from 8.00 - 20:00. ![]() |
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#2 | |
Samurai Navy
![]() Join Date: Feb 2014
Location: Italy
Posts: 554
Downloads: 82
Uploads: 2
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![]() Quote:
In both the sub vs sub duel it is impressive the efforts the AI puts in trying to evade the torpedoes. If you lose the wire I have the feeling that the AI can actually evade them as effectively as the human player usually do. One thing I do not like was seeing the player controlling the seawolf launch a torpedo at a big angle while running at 20 knots and the wire didn't brake... this makes things t bit too easy IMHO. |
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#3 | |
Watch
![]() Join Date: May 2020
Posts: 26
Downloads: 14
Uploads: 0
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![]() Quote:
It kept changing depth in big range with continuously deploying decoys, which makes it very difficult for human players to maintain contact if with passive sonar. Without 3D camera’s help, the torpedoes could have lost the target already. Last edited by SKIPPER80; 05-26-20 at 08:12 PM. |
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#4 |
XO
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yes this is a massive improvement over stock but is wildly out on many factors for instance :
Torpedo reload times , wire Break Threshold , Max Depths , Submarine weapon Load,s ect However this Mod Represents a Major Improvement Platform for cold waters im quite deep in to the things that have been changed and its is very impressive my only additions really will be much more better accurate weapons & vessels and maybe Thermal Torpedo's and under water Flare Decoy,s so like Aircraft flare,s vs heat seeker missiles but Navy Versions of Aquatic Flares vs Underwater thermal seeking torpedo's deployable self propelled mines are a thing im toying with also you could send em in on coming ships paths then when targets are within proximity sensor range they self propel them self's at the target And real world extensive Countermeasure systems also better hud and information displays for weapons and controls for each era or submarine types so analog and digital systems. the other aim im going for is so its very important to identity your targets so you know what weapons you are up against i may make lock mod so you can only view your own sub external so you cant see what your weapons are doing bar on conditions and map displays so no more all my weapons have Cameras in the nose and then use them like fly by wire underwater attack planes i recon with out that feature the hit rates will fall of quite a bit. Last edited by steel shark; 05-26-20 at 04:31 PM. |
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#5 | |
Watch
![]() Join Date: May 2020
Posts: 26
Downloads: 14
Uploads: 0
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"//After this time (in seconds) game makes wire break on run checks every minute. Actual time when you're guaranteed your (and AI's) wires will not break on run is 60 sec more //Default is 240 ReliableWireTime=480" Anyway, EM is a huge step up from vanilla in main perspective. ![]() |
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#6 |
Mate
![]() Join Date: Apr 2020
Posts: 54
Downloads: 24
Uploads: 0
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2.12 is out
https://steamcommunity.com/app/54121...2783353652594/ First test of RPG mode in campaign 006 |
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#7 | |
Watch
![]() Join Date: May 2020
Posts: 26
Downloads: 14
Uploads: 0
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![]() On the way to CWX! |
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