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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Sonar Guy
![]() Join Date: May 2005
Location: Chicago, USA
Posts: 396
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Just downloaded TTs tweak tool. Changed rudder drag settings to 0.007 and now AI is dumber than ever.....they make 3 or 4 inept passes and leave...just as before.
![]() I did test with Flower corvette. Winter of 1943. Noise level at 0.39 No hedgehogs. Single encounter. Probably will work better in multiple encounters. :hmm: I unfortunately cannot see a solution to this problem: unless someone can come up with a mod to allow AI escorts to do an ASDIC search, I think we are gonna be stuck with an AI that once loses hydrophone contact, will stay in the area and allow a boat on silent running to simply escape. ![]() |
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#32 |
Rear Admiral
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Play with the noise and wave factors in the sim.cfg. Tweak those enough and silent running wont help anymore.
![]() If i remmeber correctly, noise factor default is 1. Loweriing it to 0.5 turns up the volume for the AI. Wave factor (again if i remember correctly) works in the opposite direction, default is 0.5. So a value of like 0.75 might make you easier to hear. 0.5 or 0.4 noise factor 0.6 or 0.75 wave factor, im willing to bet will make the AI hear more in their hydrophones. If you want to go extreme try 0.3 noise factor and 0.8 wave factor and see how audible you are to the AI. |
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#33 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
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Like I said, it has to be looked at properly and cannot just expect that this solves the ai cos it dont. The point is that they take longer and thus make wider turns. If you uber their sensors more than average, they do and can be used as shadows which makes the hunting ground larger and more varied. This is all going to be about ship selection, combination and sensor use. Listen all, Hydrophones are the primary detector unless you are within active range (Well observed gould you noob). Hydrophones in this game use the subs RPM as their primary number and things like wave and noise act as the nerfs. CB, Dumicus, DT and probably many others already know this and have worked on it for some time. I guess that over the next few weeks, you will find many adjusted mods concerning hydrophones and the fact that they will now probably start to be able to detect silent running subs. That good progress as far as the ability to just go silent and remain cloaked is now gone. Actives are run by surface area and some tweaks on that may vary them also. We spent so long messing with the actual ranges and arcs etc (I did anyway) It could have been as simple as turning up RPM and then adjusting wave and noise. I think Dumicus and CB got this idea before anyone else. I would see what NYGM have done but after reading their description they too may have already cottened onto it also. It seams logical to get a stable Hydrophone setting that gives the DD more intelligence and gets rid of the hiding under silent running all the time threfore DDs not going to hunter state. Personally, I am waiting for what either CB, Dumicus or NYGM have produced and seeing their methods. I do think were are getting very close to a decent methodology for passives though. I dont know how people feel about the actives. I think they work but they work too well at times. I want it back to their natural arc 90 degrees but may change surface area to see if i can get a hit and miss situation. CB may have found something good but he is testing it out. The big problem with this game IMHO, is that the DEV team really wanted it to be precise by the sence that they added so many various sensors. Just stick to two parts of the war would be my best option i.e. early war sensor and late war sensor. Use the spares for use with wide radius ubering. Dont go to the 0.007 extreme turn radius unless your going to have two types of hunters i.e. the shadow and the killer, a bit similar to Dumicus idea. However there is room to vary turn radius just for slight variations which do look from above to be a better hunt. You know I am right so just get on with it :rotfl: :rotfl: only Joking, its a murderous task to combine all this info this early into one package to please everyone. I dont envy the person whom releases this mod but it does need doing and it is probably best to keep quiet and just release it so people need to play it to pass judgement on it. I am leaving the forum for 7 days and expect this done when I return ![]() You have your orders ![]()
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#34 | ||||
Rear Admiral
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Ugh, i hate you! Your making me go through that thread again:
My babbeling which starts here, and ends. somewhere around page 25 or so ![]() http://www.subsim.com/phpBB/viewtopi...=asc&start=280 Random quotes by me when i started to get a clue: Quote:
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Last edited by Ducimus; 06-01-06 at 09:14 PM. |
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#35 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
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I know you were right Dumicus
![]() I got rid of game for a while but when I came back I recapped on everything from the DD thread. So my next question is WHY DID YOU NOT TELL US :rotfl: :rotfl: (Joke) No seriously, I left the DD thread halfway because too much headbanging was going on and we were all getting tense. Me and CB still suffer post traumatic DD thread and I suspect a few others do also. Thanks for posting a link to the formula again cos I wanted to look at the actives. I cannot really say or do anymore till 9th but I am considering whipping all this up and combining with turn radius to get two different types of hunter so I needed to travel down a well worn road again and bring up war wounds from people. I think Redwine is still seriously ill after DD thread. ![]()
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#36 |
Rear Admiral
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Try some of those settings out before you go pattin' me on the back, i may have been smoking crack when i was working on that.
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#37 |
Ace of the Deep
![]() Join Date: May 2005
Location: Florida
Posts: 1,010
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Thanks, CB, that was what I was missing. I have figured out or by your dircetion now can destroy all the files where rules are available.
But, the rudder resistance thing. I open it in a hex editor and see rudder drag A0^ (not these exactly) so wonder what i need to edit or how the tools can work without rules. Are there more rules I do not yet have? I also will only want to barely tweak the rudders. As it is now they can turn just a bit too well and even a little less would make a difference. My desire is to make this much harder on player but more realistic with a more reasonable chance good actions can result in survival. So which tool does the rudder and how? This should be enough for me to complete my tweaks. I am also thinking some of the convoys span too long a time distance. Some run for early 42 to the end. I will play with copying the entire convoy, adding it to the bottom with a new group number and ending the original Dec of 43 and start the same renamed one Jan 44 with more escorts (and different) for the later version. Am I missing something with such a simplistic approach? Wulfmann
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"The right to keep and bear arms should not be infringed upon, if only to prevent tyranny in government" Thomas Jefferson,; Constitutional debates |
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#38 |
Ace of the Deep
![]() Join Date: Apr 2002
Location: UK
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if you use the mini tweaker---for the rudder drag--open the destoyers' SIM tweak file go to the propulsion set in the pull down list--and edit the
drag_rudder entry not sure wether it needs to go up or down (i thinkg G' explains it some where in this thread tho..) allso the prop_fact_rudder entry which i'm guessing is how much effect the props have on the turning circle-- AFAIK your idea of copying a convoy and adding it at the end with a new RND_group number etc should work! give it new name as well to be sure--
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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#39 |
Ace of the Deep
![]() Join Date: May 2005
Location: Florida
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I do hope the SH3 inspector file box fp_ratio is not what you are refering to for the rudder as that seems to easy. What is the FP_Ratio?
Wulfmann
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"The right to keep and bear arms should not be infringed upon, if only to prevent tyranny in government" Thomas Jefferson,; Constitutional debates |
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#40 | |
Grey Wolf
![]() Join Date: Nov 2005
Location: Mar del Plata, Argentina
Posts: 871
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gc height up/down position, fp_ratio front/back position. For editing the rudder drag you need to use the minitweaker, and open the sim file, in propulsion search for drag_rudder. Ref |
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#41 |
Ace of the Deep
![]() Join Date: May 2005
Location: Florida
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I realize it must be staring at me but when I open the mini tweaker I can not open the .sim file for a DD because it is not a txt file.
What easy point eludes me? There are no files in the Tweak file folder so I just stuck one .sim in. I swear I have tried reading the read me but must have missed what seems should be obvious Wulfmann
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"The right to keep and bear arms should not be infringed upon, if only to prevent tyranny in government" Thomas Jefferson,; Constitutional debates |
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#42 |
Ace of the Deep
![]() Join Date: Apr 2002
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same thing as before Wulf' --download the tweak files from the website and place them in the tweak folder and you'll be able to see them to select and load--
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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#43 |
Ace of the Deep
![]() Join Date: May 2005
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Sorry, I was not clear.
What I meant was regarding new tweak files of ships not included. I tried renaming files exp; NDD_H.sim I added to tweak folder and changed to; NDD_H_sim.txt which is what the tweak files included are named as. But, if I try to open the newly created tweak file it says it can not be opened because the "no proper brackets[] are found within tweak file" window pops up. What must I do to make tweak file of ships not in the TT tweaks? How do I add the [] !! Wulfmann
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"The right to keep and bear arms should not be infringed upon, if only to prevent tyranny in government" Thomas Jefferson,; Constitutional debates |
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#44 | |
Ace of the Deep
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Location: UK
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these files are specificly needed for the program to work--it can't open the game files without them-- i'm now officaily as lost as you are! go back to the site and download the tweak files again ![]()
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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#45 |
Ace of the Deep
![]() Join Date: May 2005
Location: Florida
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Sorry, more unclearness!:rotfl:
Ihave the beta SW Mediterranean add on which has over 45 more ships. I added many of these to my Grey Wolves. Ships like Battle, H and M, Gridly, Hunt DE as well as 3 new Sloops (frigates) and other escort ships. These will not be in TT's tweak DL. I was wondering how I can make/convert the .sim files to tweak ones. Changing the .sim to _sim.txt is not enough by itself. I have varied the changes in the rudder and props so all ships are different some more so when I have records that indicate a better or worse turning ship. But, I do not want to be able to see a added DD and know it will turn better. BTW, I have tweaked mine much less. from 0.03 to 0.035-037, 0.05 to 0.055-58 with a few I know handled poorly to 0.04 and 0.06 so hopefully this will be just enough to take the edge off the hounds from hell. But, not enough that 3 or 4 will not lose you. We shall see in the next few weeks. Difficulty that is real with survival that is realistically possible. Hopefully, that is not too much to achieve. Hopefully Wulfmann
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"The right to keep and bear arms should not be infringed upon, if only to prevent tyranny in government" Thomas Jefferson,; Constitutional debates |
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