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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#886 |
Watch
![]() Join Date: Oct 2010
Posts: 17
Downloads: 78
Uploads: 0
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Hi, cant do the 66 page reading now sry, but to make it short:
Is this mod reliable and stable now? A must mod to add? My newly installed game hs not yet any game mechanic-mods in it, only the nos sonar on water and no airplane detection submerged mods.. Does the AI behave realistic, i dont want to die every patrol hehe, so i dont mind if the AI suck on occasions.. Have a nice day! |
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#887 | |
Black Magic
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![]() Quote:
###################### Difficulty parameters #################### # Note: difficulty is in range 0.0 - 1.0 with 0.0 being no difficulty (sensor doesn't exist) # for non-merchants VISUAL_DIFFICULTY = 1.0; HYDROPHONE_DIFFICULTY = 1.0; RADAR_DIFFICULTY = 1.0; SONAR_DIFFICULTY = 1.0; # for merchants VISUAL_DIFFICULTY_MERCHANT = 1.0; HYDROPHONE_DIFFICULTY_MERCHANT = 1.0; RADAR_DIFFICULTY_MERCHANT = 1.0; SONAR_DIFFICULTY_MERCHANT = 1.0; |
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#888 |
Watch
![]() Join Date: Oct 2010
Posts: 17
Downloads: 78
Uploads: 0
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Thanx the darkwraith, i will try it out immediately!
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#889 | |
Watch
![]() Join Date: Oct 2010
Posts: 17
Downloads: 78
Uploads: 0
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![]() Quote:
EDIT: Sadly, iget processor overloads all the time using this mod, i found it unbelivable but restarted without it and the peeks are gone now, perhaps its a conflict since i also use your No sonar on surfance and No aircraft spotting submerged mods? Atleast The mod enabler complains of overwriting files here.. I postpone this for now, but will chec back regurlary really need an AI mod that works, yet even more need a no sonar on surface mod Last edited by pzrshrek; 10-06-10 at 07:28 AM. Reason: Tried it for some hrs |
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#890 |
Watch
![]() Join Date: Oct 2010
Posts: 17
Downloads: 78
Uploads: 0
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Upgrading from an old gtx8800 to a new gigabyte 470gtx oc today, going to be interesting to see the difference :-D
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#891 |
Ace of the deep .
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#892 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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Hi Mr TDW。
I have a question, please help me。 All the guns on the warships will fire to sub When the submarine above the surface,Than all the guns on the warships stop fire When the submarine periscope depth and periscope out of the water。This is not different from SH3 and SH4。Is it possible to adjust this error? Thanks。 Last edited by W_clear; 10-07-10 at 08:41 AM. |
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#893 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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I had test it again, with satisfactory results,However, the damage parameters of fish need to be adjusted, and I after the submarine was torpedoed, damage is very small。Torpedo planes Shoot torpedo to be too far away, also need to be adjusted, this can improve the hit rate of torpedo。
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#894 | |
Ace of the deep .
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![]() Quote:
http://www.subsim.com/radioroom/showthread.php?t=175789 3. Ai torpedoes are now more powerfull.They will kill a sub with one shot. |
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#895 |
Admirable Mike
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
Uploads: 0
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I think the minor damage mentioned for that video torpedo hit is because the thing didn't hit the sub amidships. It blew up at the stern. In real life they would have no rudder or props left. Anyway, looks great.
Thanks
__________________
Game Designer: Close The Atlantic - World War Three https://boardgamegeek.com/boardgame/...orld-war-three |
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#896 |
Navy Dude
![]() Join Date: Oct 2008
Location: Croatia
Posts: 173
Downloads: 73
Uploads: 0
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Woow, sounds great
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#897 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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I adjusted the torpedo The maximum radius of damage.
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#898 |
Chief
![]() Join Date: Jul 2005
Posts: 320
Downloads: 508
Uploads: 0
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Can any one tll me how to open the data\script\ai\init.aix file please. Thanks
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#899 |
Helmsman
![]() Join Date: Mar 2010
Location: España
Posts: 105
Downloads: 472
Uploads: 0
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#900 |
Chief
![]() Join Date: Jul 2005
Posts: 320
Downloads: 508
Uploads: 0
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thanks
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