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Old 09-08-10, 01:48 PM   #13
peabody
Admiral
 
Join Date: Jan 2008
Location: New York State, USA
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Quote:
Originally Posted by Ducimus View Post
Skimmed through the thread, sounds like other have pretty much covered it. Though i'll add:

- It is VITAL that the AI subs do not use ANY of the same sensory nodes, equipment, etc that the player uses. AT ALL, EVER. Not even a TAR node. (you'll know this happen if you notice all the dial needles stuck in the 12 O'clock position in the interior. Possibly super large file sizes for save games too, like 500 MB saves)

- You'll need to redo damage zones so they sink correctly. Admittidly, i cheesed, and just changed one zone into a BB keel zone and ran it the length of the boat. Does the job, but certainly not elegant.
I did play with the zones on the two I made. They were sinking like helium balloons. And a minimum of two torpedoes to sink them. So that part I do understand.

I did NOT know about the sensory nodes, equipment etc. Now mine were the Porpoise and the Tambor, and Keltos used German subs to create the IJN subs. Do you know if this will encounter the same problems? I am not asking you to test it, only if you know the answer. I didn't notice any problems with dial in the sub not working. Possibly because we are using German "equipment" ??? I will check the file sized the next time I have them loaded in the game.
The other question is you say the "same Sensory nodes", does that mean we have to rename the node. for example change the H01 to F01 or we have to actually remove the Hydrophones from the sub, and use 'ship' equipment instead of 'sub' equipment?
There is so much I need to learn, thank you for the information. I NEVER would have figured that one out.
In fact if you are busy (you are always busy!!!) I can check your AI sub in TMO and see what you did and maybe figure out at least some of it.

Thanks again for the information.

Peabody
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