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Old 12-06-07, 12:30 AM   #16
tater
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Interesting. I was running kinda fast (5 knots) hoping they would hear me (I was trying to get DCed). As a result, I found them firing the throwers early, and the roll racks late, lol.

BTW, when I said armor of 20, I meant the fact you reduced the sub armor to 20. So far, I've avoided adding AP to DCs, partially because if I armor the diesels, I want to be able to make them impossible to destroy except with a weapon with AP.

If I get it to work, it will seriously mitigate a career ender that shouldn't exist.

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Old 12-06-07, 02:13 AM   #17
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Im debating if ill post this tommrrow, let alone tonight.

I can't test Depth charges, BECAUSE THE AI IS CONSTANTLY OFF THE MARK!

Ive been experimenting with STOCK depth charges, and with the same AI settings ive always used. Its as if they no longer drop ON your position, but NEAR your position - rather consistnatly i might add.

Maybe this is a bold statement, but pre patch 1.4, with the AI settings i was using, a stock depth charge would have been tantamount to murder. Right now, all ive been doing, is going down to 300 feet, and creeping along at 1 kt, no manuevering at all, and they're always off. Stock depthcharges? Hell right now i question the need to mod DC's at all. Whats more disgusting to me, is i even turned a round and went BACK to the minkaze and subchaser i placed in this test mission, because i had already broken contact, and all i did was go down to 300 feet, below a layer, and creep along at 1 kt.

ZZZZzzzzZZZzzzz.

This is unacceptable to me. But at the same time, its really hard to gauge, they acutally sunk me once. Lucky drop i guess. But with the settings ive been using with stock depth charges, i should be sweating bulllets and im not.


The AI i think needs a little more, subtle coaxing i think.

BTW, tater, you got that Kaiboken laying around somewhere? I dont think i ever put that puppy in.. I think its time i did.

edit: NM Tater, i found it.

Last edited by Ducimus; 12-06-07 at 02:30 AM.
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Old 12-06-07, 04:03 AM   #18
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I suppose that CapnScurvy's mod is not compatible with FooBar's new recognition manual?
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Old 12-06-07, 04:12 AM   #19
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I don't know yet, i got wrapped up in AI issues, so i havent gotten to the captains mod yet.

I will though, it looks like a must have.

As for foobars new rec manual, i havent looked at it yet either.

To be honest, i dont examine every mod that ever gets posted. Tmaru is getting big.. and its becoming too much for one person to handle. So when an element within it is done - i usually don't go back and look at that element again unless theres a compatiblity issue.
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Old 12-06-07, 04:15 AM   #20
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Quote:
Originally Posted by Ducimus

Maybe this is a bold statement, but pre patch 1.4, with the AI settings i was using, a stock depth charge would have been tantamount to murder. Right now, all ive been doing, is going down to 300 feet, and creeping along at 1 kt, no manuevering at all, and they're always off. Stock depthcharges? Hell right now i question the need to mod DC's at all. Whats more disgusting to me, is i even turned a round and went BACK to the minkaze and subchaser i placed in this test mission, because i had already broken contact, and all i did was go down to 300 feet, below a layer, and creep along at 1 kt.

The AI i think needs a little more, subtle coaxing i think.
The more I work with the AI since 1.4 the more I think things were changed. It's harder to find a balance now but I think it's still there. TTT for Tweak, Test, Tweak.
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Old 12-06-07, 04:22 AM   #21
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Im think im close with the settings i posted in your thread. Close... very close, leaning on, maybe too hard? Not sure. If i am close, im just happy i found a happy point in a short period of time, i really dont want to screw with the AI again. Ive messed with this since ummm.. 2005.

The thread that started it all where the AI is concerned. 39 pages of technical talk, guesswork, subtle jabs, amazing discoveries, and petty disagreements:
http://www.subsim.com/radioroom/showthread.php?t=86629
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Old 12-06-07, 06:16 AM   #22
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Quote:
Originally Posted by Ducimus
I don't know yet, i got wrapped up in AI issues, so i havent gotten to the captains mod yet.

I will though, it looks like a must have.

As for foobars new rec manual, i havent looked at it yet either.

To be honest, i dont examine every mod that ever gets posted. Tmaru is getting big.. and its becoming too much for one person to handle. So when an element within it is done - i usually don't go back and look at that element again unless theres a compatiblity issue.
I don't think you should know every mod. Trying to know every mod is a futile attempt I believe.
The reason why I asked is that the 2 recognition manual mods take 2 different approaches I think:
FooBars mod changed the look of the recognition manual, the allocation of the ships and put the lenght of the ships into the manual.
CapnScurvy changed the target ship’s manual range finding reference point so it is easier to get the range of the ships.
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Old 12-06-07, 07:36 AM   #23
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Quote:
Originally Posted by Ducimus

On another note CapnScurvy has been in touch with me and would like to see his mod included in TM.
http://www.subsim.com/radioroom/showthread.php?t=126016
Looks like a good one, but could you make it optional Ducimus


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Old 12-06-07, 09:46 AM   #24
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Regarding that long thread linked to... a few pages in there is a mention of decoys and bubbles as noise. It's my understanding that a SH4 DC explosion doesn't mess up the sound detection at all, whereas in RL it did for quite a while.

Just thinking out loud:

What is it about a decoy that makes it a decoy? Could the decoy effect be added to DCs? DC blows, and in addition to explosion, it becomes a decoy for X minutes. A single one would get other escorts to drop on it, but any kind of group of DCs might really throw them for a loop.
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Old 12-06-07, 10:38 AM   #25
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Quote:
Originally Posted by tater
Regarding that long thread linked to... a few pages in there is a mention of decoys and bubbles as noise. It's my understanding that a SH4 DC explosion doesn't mess up the sound detection at all, whereas in RL it did for quite a while.

Just thinking out loud:

What is it about a decoy that makes it a decoy? Could the decoy effect be added to DCs? DC blows, and in addition to explosion, it becomes a decoy for X minutes. A single one would get other escorts to drop on it, but any kind of group of DCs might really throw them for a loop.
C&*%.....you mean to tell me that when I scoot to flank and cans are going off they can still hear me.....

Its all in the details innit........:rotfl:

Frustrated at 30 fathoms.....

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Old 12-06-07, 12:27 PM   #26
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>>you mean to tell me that when I scoot to flank and cans are going off they can still hear me..

Yup.
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Old 12-06-07, 12:36 PM   #27
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Default How's it coming on a working new release cap'n

just wondering
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Old 12-06-07, 01:02 PM   #28
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Tweaking the AI' is slowing me down.
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Old 12-06-07, 01:10 PM   #29
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Default Thanks I can certainly wait.

I haven't actually run in to a problem with 171
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Old 12-06-07, 01:28 PM   #30
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Hi Duci,

Just a little explanation about the 2 recognition manuals.

Mine is a complete new manual which is based on Japanese shiptypes instead of the original country base. I also added length in the manual.

The other mod has to do with accurancy of range. This mod focus on a different way of using the stadimeter.

With just a bit of modding they can be compatible.

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