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#361 |
Planesman
![]() Join Date: Apr 2005
Location: Con dos cojones, ESPAÑA
Posts: 190
Downloads: 126
Uploads: 0
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I think the way to avoid 6 DD´s to kill you it is to think before atack. Not at shallow waters, atack at long distance, at night and the side there are less DD´s, that you can evade them after shooting your 4 eels. Go deeper, and Silent Running.
Pray. |
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#362 | |
Swabbie
![]() Join Date: Jul 2010
Posts: 5
Downloads: 12
Uploads: 0
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No longer running on the surface in between the merchants banging away with my deck gun. Convoy moving at 5 knots. 4 fish fired at around 1200m at 2 separate targets. 2 kills.. move to 150-200m depth.. maneuvering at 1-5 kts... Didn't matter. 6 destroyers came out of nowhere.. No pinging either, just maneuvering over the top of me. DC'ing every once in a while. But not sustained or anything. Full battery, so i just spend the next 8 hours (game time) maneuvering near the bottom trying to get away. I'm sure it's just me, but with IRAI it seems like the enemy is just Too "computer like"... What about a random "reduce effectiveness/alertness" every once in a while to simulate combat fatigue? I don't mind having to trail the bottom at 1 kt for 8 hours... I just want a reasonable assurance that I can make it out! i.e. 25-50% chance... Much better the way it is now than stock though. |
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#363 |
Black Magic
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an excellent idea.....a random value that if triggered says crew is fatigued and they need to resume with the group. Though with HK groups you're just dead as the group is right there.
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#364 | |
Swabbie
![]() Join Date: Jul 2010
Posts: 5
Downloads: 12
Uploads: 0
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Give us a chance! ![]() Then I'll play those 8 hours.. hoping that they'll make a mistake and I'll be able to sneak out. |
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#365 |
Ace of the deep .
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Maybe some poeople have the elite campaign mod with IRAI and makes it too unrealistic . If we had something like 10% chance spawn elite class between 1939 and 1942 , 50% chance spawn elite in 1943 , and other random % spawn diffrent class warships . Also % chance tired lookout crew at night .
Last edited by THE_MASK; 08-05-10 at 06:40 PM. |
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#366 |
Ace of the deep .
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Could we have a random set of AI surface ships sensors cfg files with each one having a slight diffrence but enough to be just noticably diffrent in game and a diffrent one loaded each time you start the game. The same with the AI scripting , everytime you load the game you wont know what script variable you are getting .
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#367 | |
Ocean Warrior
![]() Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
Downloads: 102
Uploads: 1
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I am one of those that enjoy the game with very hard escorts. If I were to use Elite Campaign Mod would I install it before IRAI?
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#368 |
Ace of the deep .
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#369 | |
Ocean Warrior
![]() Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
Downloads: 102
Uploads: 1
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Thanks for that
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#370 | ||
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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Next issue to update IRAI mod:
http://www.subsim.com/radioroom/showthread.php?t=170401 Communication uboats <> BdU Quote:
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#371 |
Black Magic
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sadly the sub AI is in worse shape than the airplane AI. There are limited functions that one can use and the ones available aren't really that good
![]() When you see them 'turn tail and run' it's not because they're scared. It's because of one of the functions in the AI that tells them to go to outer limits of target sensor THEN they can try and line up an attack ![]() |
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#372 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Aye, it's the evasion behaviour. Had me a bit puzzled too.
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Contritium praecedit superbia. |
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#373 |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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![]() ![]() Look, I don't know that this is good idea for IRAI mod (or maybe for other independent project), but Magnum in first part of my mail wrote: (...) instead of hunting convoys, I hunted our u-boats (...) Maybe is possible to prepare a script which will control the player localization on map? On campaign files we can manually read position of all wolfpacks (I think), so if player is closer than 500km he can receive a order to join to the nearest wolfpack... Of course this is only proposal and don't know is possible... Hmm... how can I open the included campaign file? ![]()
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#374 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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I feel you TDW, the wolfpack is just retarded. Made a random mission to prove it: download here. Then watch and cry.
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#375 | |
Black Magic
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![]() Quote:
![]() ![]() Ok this is awesome.....using the mission link above I watched as my wolfpack AI subs decimated the two merchants.....torpedo hits took them out!!! The escort turned tail and ran away while this onslaught was going on......the merchants managed to take out 3 of the AI subs with gun fire.......after the wolfpack AI subs finished off the two merchants they surfaced and then started hightailing it for the escort!! AWESOME! and this was just the first draft of the sub AI...... Last edited by TheDarkWraith; 08-06-10 at 10:43 PM. |
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