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#1 | |
Pacific Aces Dev Team
![]() Join Date: Sep 2001
Location: Atlanta, GA, USA
Posts: 1,079
Downloads: 6
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JIM
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If you\'re not taking losses, you\'re not doing enough. RAdm. Kelly Turner, USN ********************************** www.fairtax.org |
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#2 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Hehe, true. You might get hit by a meteor running on the surface, as well
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#3 |
Medic
![]() Join Date: May 2007
Posts: 160
Downloads: 3
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well i understand we cant have realistic levels of DCs ingame because of the player vs AI factor, but we can definatly lower them to under 100 right? because now its seems like they have 100's.
Im glad to see you are working on this tater.
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#4 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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They DO have hundreds in some cases. They typical DD in SH4 has at least 80 DCs when it should be 36 or so later in the war, and far fewer early on.
There is a problem, however. To realistically limit them, I need to make loads of changes because I need to install a few different rack types, etc. The escorts need to be able to evolve more capability over time as they did in RL. Many DDs that saw escort duty more frequently got DC thrower upgrades. For many of them I need to add nodes to allow this (the typical number was 4 throwers). I have tests, I just need to dial it in some more. When I get it figured out, I will likely make a couple different versions for people. I'd think less in terms of easy vs hard, and more in terms of the flavor of the damage. I was thinking that you could have a large radius like the stock game (maybe 30m instead of 40m), but a smaller explosive range of HP damage. The goal would be to tune it more towards system damage than HP damage (as redwine has been working on). The other variant would be just reducing the radius as RFB and TM have done. All with fewer DCs stored aboard. |
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#5 | |
Grey Wolf
![]() Join Date: Sep 2007
Posts: 921
Downloads: 75
Uploads: 0
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As you pointed out theres a LOT more to this than people may think and maybe making the DC's depth accurate was a method of play balancing the game because the AI might not be sophisticated enough to handle all the variables. Thank you for what you are already doing and the other mods you've developed. Impressive work is an understatement This is a great sim community and I've only been lurking for a few days and posting for one, but appreciate the people here already.
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"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. ![]() System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 Last edited by swdw; 09-29-07 at 10:55 PM. |
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#6 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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The AI itself is a black box. What we can control are the sensors, and a few settings like how long the AI will persist in prosecuting an attack, etc. The only other control is by picking AI skill levels (0 through 4). Testing the interaction between sensor settings and AI skill levels is... time intensive. On top of that, somewhat subjective.
tater |
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