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#16 |
Navy Seal
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I am afraid the "specific pages" are the whole IRAI thread
![]() I don't remember any specific post or date that aircraft AI was discussed on, but I remember that at some pome point a "kamikaze" tactic was introduced for when aircraft were fatally damage and they can only choose where they will fall down. Somehow, this tactic made aircraft even more awkward than they are now and lesser likely to drop bombs, so it was removed in a later IRAI version |
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#17 | |
Navy Seal
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![]() From my own research I remember that initially depth charges pistols were set too low. Later studies demontrated that in the time elapsed from aircraft dtection to DC dropping, the U-boat couldn't dive that much, and pistol settings were adjusted accordingly. I can provide dates and figures, but now it is dinner time and I am too hungry to bother checking the file where I gathered the data ![]() |
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#18 |
Grey Wolf
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I didn't bookmark it at the time, but now I found it again:
https://www.subsim.com/radioroom/sho...bs#post1620030 TDW's post #1144 With pleasure! EDIT: Oh and I just checked: MAD sensor based on SH4:OM now does work in SH5 too. I just got detected sitting still at periscope depth (with periscope down) and accurately bombed by MAD Catalina. It still needs a lot of tweaking to be historically correct, but the capability is there. Last edited by kapuhy; 03-14-21 at 02:51 PM. |
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#19 |
GLOBAL MODDING TERRORIST
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You can find all available Script commands in SHSim.act
Use 010, open SHSim.act, then do a find strings as a Search. |
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#20 |
Grey Wolf
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#21 | |
Grey Wolf
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#22 | ||
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Still talking about those scripts, I think we should differentiate preconditions for bombing strategy from the ones set for other strategies; while a bomb attack against a contact below 8.5 m of depth is desiderable, a gun strafing attack run or a torpedo attack in the same conditions wouldn't make any sense ![]() Quote:
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#23 | ||
Grey Wolf
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And just a thought about this command - it might also be used to simulate British lack of knowledge about U-Boat maximum diving depth and consequently setting their depth charges too shallow (although I'm not sure whether it wouldn't be sacrificing gameplay for historical accuracy too much - unlike the player, Germans didn't know how deep British can set their depth charges) EDIT: plus, there's no way in script commands to end this "lack of knowledge" at specific date... so no, it can't. Quote:
![]() Last edited by kapuhy; 03-15-21 at 03:25 AM. |
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#24 | |
Navy Seal
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In game, this can be simulated without need of messing too much with AI scripts. Unlike ship-borne depth charges, air depth charges have their depth settings working. We can set up two or more copies of each DC with different detonation depth settings and then - according to historic data and gameplay convenience - we can switch from one to the other by use of date settings in each aircraft eqp file ![]() I think I has already agreed loooong ago, and I think someone had tested his blimp in game. IIRC the plan was to make K-calss blimps part of OHII's campaign as convoy escort, but then they were given up because it was found that they fell down when they were made to follow surface units. More recently Jeff has talked about a better blip model he had in his hands, but then again the discussion about importing that model in game faded down, but in the first instance let's wait for Jeff's feedback on this topic. ![]() |
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#25 | |
Grey Wolf
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#26 | |
Navy Seal
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Well, in the case of air DC's I don't think this initial lack of knowledge by the British can be exploited by the player. Unless you cheat with the external camera, when you see an aircraft on the horizon you never know its armament. It might carry depth charges, regular bombs, torpedoes, guns, cannons and rockets in various combinations so, no matter how wrong were initial British calculations on depth bombs' most effective detonation depth, if you don't want to risk a too erly patrol end or, even worse, an abrupt campaign end, your best strategy won't change: dive as fast as you can! |
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#27 |
GLOBAL MODDING TERRORIST
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This is where I got the K-Ship 3D model a ways back.
I got written permission at that time and have the original files and textures. http://www.alteredearth.com/airship.htm I believe even in GWX the K-ship will fall out of the sky if it drops below a certain speed. Took me quite a while to get it working as it does for SH3. It was the mod I was working on at the time that got me invited to join The Grey Wolves Team. Last edited by Jeff-Groves; 03-15-21 at 12:06 PM. |
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#28 | |
Navy Seal
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What do you think Jeff? Shouldn't we stick to your own model instead? And if yes, after more than ten a decade from when you created it, is there any field where we could improve it, maybe taking inspiration from the K-74 model by Farley & Skinner? |
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#29 |
GLOBAL MODDING TERRORIST
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It's actually not that bad for poly count!
Most of the high counts are internal parts that can be removed as You will never see those parts. A rough test model with some internals removed reduced the polys to 63238 or so. That can be reduced further by selective remove of more unneeded parts. The basic out side stuff is really not that bad. |
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#30 | ||
Navy Seal
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