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Old 12-03-10, 08:52 AM   #1006
PL_Andrev
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At least you know why the Nazi Germany lost the war... and why the stock game ends at 1943...


But you're right. It is known problem at SH3 patrols: if elite level destroyer find you - you're already dead.
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Old 12-03-10, 11:53 PM   #1007
TheDarkWraith
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Quote:
Originally Posted by Magnum View Post
Im playing in 1944 and is no way to escape, things are pretty different from 39. Decoys, 1ktn under 220m.. u name it, they just dont give up. And I don't use TC in battle, so after 1-2 hours of dodging dc's... I go play something else. I love the full realism and simulation, but spending hours of my life looking to a virtual sub hull, is too hardcore even for my taste.
did you try adjusting the difficulty levels and/or the fatigue?
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Old 12-06-10, 03:26 AM   #1008
Zedi
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Quote:
Originally Posted by TheDarkWraith View Post
did you try adjusting the difficulty levels and/or the fatigue?
No, I have hard time to find time even to finish my work on extended campaign. But something is different after 43.. I'm not 100% sure on this, but the AI and the whole dynamic campaign works a bit different than "usual". There are many convoys that now have carriers for escort and the HK's are really pissed off. They can detect you very fast from far away and diving at high depth is not anymore the key to escape for a sub.

Like Antar said, we will learn why the u-boats lost the battle of Atlantic as after 43 attacking a convoy and also staying alive was a big achievement already. But spending more time to escape that hunt will kill the "fun", realistic play or not.
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Old 12-07-10, 06:49 AM   #1009
rascal101
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Ok I have now got egg on my face - finally met an escorted convoy - not a hunter killer group, one destroyer was out in front - sank a freighter, was very slack about getting out of the area - Boy did I make a mistake these guys 4 escorts stayed with me and eventually sunk me

Now heres the thing - this was early late 1939 - surly these guys should not have been that persistent, nor their sensors that reliable this early in the war - no matter what I did they just hung with me and continually dropped their cans right on me.

I can accept this behaviour later in the war, say early 44 onwards but in 1939 seems a little too good - Any thoughts is this mod perhaps tweaked too high - or was there something particular about this group of ecorts?

My attack was midway between UK and Ireland, in about 150m depth - incidently sitting on the bottom, dead stop with silent running didnt seem to affect the escorts, surely it should be harder for them to detect me if I am stopped and sitting on the bottom in silent running

Also

Have just updated some mods - now I'm getting severe slow-downs or game freezes- for up to a second - is particularly noticeable when the flares go up - or when panningquickly - I have a quad core, and did not encounter this previously

Also with the mods listed below I've noticed when using the deck gun that the flash when I score a hit is now square, not rounded, it has squares like the graphics card is not coping with the workload. Something's going on with the graphics load - any ideas?

Here is a list of m activated mods- red highlights are mods that are clashing with other mods, any ideas re redundant mods or changing the order

Cerberus62 Additional Merchant Ships 1.0
Cerberus62 Historical Ship Equipment 1.2
EQuaTool - Elite Quality Map Tools for SH5 v. 01.01 by AvM
Loading Screens Mod 2.0
Shadow Improvement Mod
sobers no shoe sound mod
sobers talking conning crew mod
SteelViking's Sky Banding Mod
SV&Com Underwater Mod
Wordeees' Actual Footage Menu V2
U-Boat Watch Crew Routine SFX
German U-Boat Hydrophone SFX
Grossdeutscher Rundfunk
Unterseeboot SFX
U-Boat Ballast Tanks SFX
U-boat Historical Specifications 1.4
Old Style Explosions V1.1
Nauticalwolf's Damage and Torpedo UI (b) Mod V1.1
MightyFine Crew Mod 1.2.1 Alt faces
NDB,NDH OM#1 - No Dialog Indicator
SteelViking's Interior Mod V1.2
AirTorpedoes
ImprovedWaves_Improved Pitch&Roll
Enhanced FunelSmoke_by HanSolo78
Ui-Boat V2.2
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_UHS_Fix
FX_Update_0_0_9_BARF_1_3_Full_Fix
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
Environment 4.7 MOD
sobers base wave mechanics for SH5 V10
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Old 12-07-10, 12:47 PM   #1010
Hoster
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Default Strange phantom destroyers

Hello folks,
Sometimes the destroyers behave in a very strange matter, I will call them Phantom destroyers, because it is absolutely impossible to get rid of them. After attacking a convoi in early `41 all but one destroyer lost contact with my sub, but this destrover is circling in the vicinity of around 2 or 3 miles around my position. It must be a bug, because the vessel is not attacking- so far so good- fact is, that it is not possible to surface, because then he is charging, so i have to give up after some days because of the batterie level and the CO2 amount. I have the Irai Mod installed. Has somebody else encountered such strange things? It makes the game more or less unplayable...
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Old 12-07-10, 12:58 PM   #1011
Trevally.
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its a game bug.

you need to save and reload. he will then sail away
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Old 12-10-10, 04:08 PM   #1012
Petr
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Has anyone already tried to adjust fatigue, as TDW wrote few posts earlier? If yes, can you post here adjusted values? I tried to change them as well, but it had not effect.
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Old 12-11-10, 04:07 PM   #1013
rascal101
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HI Mr TDW
Have decided to experiment with changeing Watch Rotation and fiddle with fatigue as you suggest - am flying a bit blind as I dont know exactly what I am doing- the idea is to play and test till I find something that works

So my first attempt has been to change SHIPWATCHROTATION from 180 to 125 and see what happens - if you can offer any more information that would be great

Is it possible to set these so the game AI gets better in stages as you play - so in 1939 the Escort AI is fairly soft, and then as the game years progress the AI gets better and better - Any ideas any one

Regards
Rascal

Quote:
Originally Posted by TheDarkWraith View Post
there are two possible ways you could do this. One is to cut the time they can search for you and/or the other way is increase fatigue over time. These values can be found in \data\Scripts\AI\init.aix

To cut time they can search for you play with these values (below are all in seconds):
# Hunter-Killer group spiral search time upon lost contact
HK_SPIRAL_MIN_SEARCH_TIME = 180.0; # used as min value of a Random function
HK_SPIRAL_MAX_SEARCH_TIME = 420.0; # used as max value of a Random function
# Hunter-Killer group wait time inbetween spiral searches
INVESTIGATE_FOLLOW_WAYPOINTS_TIME = 990.0; # 15 mins (90 to account for CONTACT_LOST_BEGIN_SEARCH_TIME)
# for escorts that are guarding convoy but attacking a contact, this is the time they can keep attacking when contact is lost
PLASTER_GUARD_CONVOY_DC_WAYPOINTS = 360.0;
# this is the time that if a unit is a director and the contact lost time >
# MAX_CONTACT_LOST_DC_TIME it waits until contact lost time is this value before
# heading back to convoy and following it's waypoints (not part of HK group)
DIRECTOR_SEARCH_TIME = 900.0; # 15 mins
CONVOY_ESCORT_SPIRAL_TIME = 600.0;

to play with fatigue adjust these values:
############### watch rotation and fatigue #####################
SHIPWATCHROTATION = 180; # in minutes (there are 4 tiers of fatigue) this is a base time
SHIPFATIGUEMIN = 0.5; # min time of current tier (ShipWatchRotation / 4) when next tier starts
SHIPFATIGUEMAX = 1.5; # max time of current tier (ShipWatchRotation / 4) when next tier starts
SHIPFATIGUESENSORREDUCTIONCRUISEMIN = 0.015; # min sensor reduction amount for each tier in cruise
SHIPFATIGUESENSORREDUCTIONCRUISEMAX = 0.03; # max sensor reduction amount for each tier in cruise
SHIPFATIGUESENSORREDUCTIONALERTMIN = 0.025; # min sensor reduction amount for each tier in alert
SHIPFATIGUESENSORREDUCTIONALERTMAX = 0.05; # max sensor reduction amount for each tier in alert
SHIPFATIGUESENSORREDUCTIONDAMAGEDMIN = 0.035; # min sensor reduction amount for each tier in damaged
SHIPFATIGUESENSORREDUCTIONDAMAGEDMAX = 0.07; # max sensor reduction amount for each tier in damaged
SHIPFATIGUESENSORREDUCTIONDAMAGEDALERTMIN = 0.045; # min sensor reduction amount for each tier in damaged
SHIPFATIGUESENSORREDUCTIONDAMAGEDALERTMAX = 0.09; # max sensor reduction amount for each tier in damaged

I personally would play with the fatigue numbers. I would increase all of them 0.025 at a time and test until I got what I was looking for. The fatigue numbers above reduce the sensor effectiveness of the ship's sensors by the amount shown on each tier change of fatigue. If you want them to enter fatigue faster then adjust SHIPWATCHROTATION to a small number.
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Old 12-13-10, 05:05 PM   #1014
Mikemike47
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Default Broken Link - video of airplane making torpedo run on sub

Quote:
Originally Posted by TheDarkWraith View Post


video of airplane making torpedo run on sub:
http://www.filefront.com/16921535/AITorpBombers.7z/

Link is stated on post 1. Does not work. Attempted numerous times.
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Old 12-13-10, 05:23 PM   #1015
TheDarkWraith
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Quote:
Originally Posted by Mikemike47 View Post
Link is stated on post 1. Does not work. Attempted numerous times.
Link in post #1 for airplane making torpedo run updated
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Old 12-13-10, 05:52 PM   #1016
SashaKA001
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Quote:
Originally Posted by TheDarkWraith View Post
Link in post #1 for airplane making torpedo run updated
for 4 seconds, and further solidifies seen only excerpts, and yet I have not once attacked with torpedoes and always pass, always! torpedo passed since I was at speed. could be done with no cue-ahead.
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Old 12-14-10, 01:02 AM   #1017
rascal101
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Question for TheDarkWraith

OK have tested this and sadly it does not seem to change the super magical behaviour of the Escorts- OK its Nov 1939 - I come across a single escrot on patrol off SW coast UK -medium fog- crash dived to avoid surface encounter - then spent the next 16-20 hrs game time avoiding the Escort - 160m depth silent running -

No manouvers seemed to shake it kept my bow and stern always to the destroyer where possible - indeed sometimes the detroyer would go away and I almost thought I'd won, then out the blue he would just appear in the distance and sail right over me and start the whole game all over again - just doing circles over me with at least one part of the circle right on top of me


I then tried surfacing to loose him in the fog - even though I was beyond his visual range no matter how many direction changes I made, while out side his line of site in fog he still just altered course to match my own - as if the fog was not there and her could see me quite clearly - dont forget its 1939 so no radar.

This leads me to suspect this mod is flawed - though I mean no ill will to TDW I have tried messing with certain parramaters of this mod - I re-set the SHIPWATCHROTATION from 180 to 125 with no apparent change in behavior

Mr TDW - you have provided some of the best mods for this game - however the Escort AI seems to be tweaked way too high -
I would stress the above encounter took place in Nov 1939 - so ASDIC and SONAR are either non existent or primitive, and there would not have been any radar either.

And yet this escort was able to find me no matter what I did, submerged or on the surface, the fog made no difference even though according to the date and technology avaliabel at the time simulated both the escort and I should have only had dead reconging and visual tracking

Please Mr TDW can you have another look at this fantastic mod, its good but not yet realistic

Best Regards to all Subsimmers and dont forget to dontate - I tipped in $10 over the weekend - keep Subsim afloat!

Rascal

Quote:
Originally Posted by TheDarkWraith View Post
there are two possible ways you could do this. One is to cut the time they can search for you and/or the other way is increase fatigue over time. These values can be found in \data\Scripts\AI\init.aix

To cut time they can search for you play with these values (below are all in seconds):
# Hunter-Killer group spiral search time upon lost contact
HK_SPIRAL_MIN_SEARCH_TIME = 180.0; # used as min value of a Random function
HK_SPIRAL_MAX_SEARCH_TIME = 420.0; # used as max value of a Random function
# Hunter-Killer group wait time inbetween spiral searches
INVESTIGATE_FOLLOW_WAYPOINTS_TIME = 990.0; # 15 mins (90 to account for CONTACT_LOST_BEGIN_SEARCH_TIME)
# for escorts that are guarding convoy but attacking a contact, this is the time they can keep attacking when contact is lost
PLASTER_GUARD_CONVOY_DC_WAYPOINTS = 360.0;
# this is the time that if a unit is a director and the contact lost time >
# MAX_CONTACT_LOST_DC_TIME it waits until contact lost time is this value before
# heading back to convoy and following it's waypoints (not part of HK group)
DIRECTOR_SEARCH_TIME = 900.0; # 15 mins
CONVOY_ESCORT_SPIRAL_TIME = 600.0;

to play with fatigue adjust these values:
############### watch rotation and fatigue #####################
SHIPWATCHROTATION = 180; # in minutes (there are 4 tiers of fatigue) this is a base time
SHIPFATIGUEMIN = 0.5; # min time of current tier (ShipWatchRotation / 4) when next tier starts
SHIPFATIGUEMAX = 1.5; # max time of current tier (ShipWatchRotation / 4) when next tier starts
SHIPFATIGUESENSORREDUCTIONCRUISEMIN = 0.015; # min sensor reduction amount for each tier in cruise
SHIPFATIGUESENSORREDUCTIONCRUISEMAX = 0.03; # max sensor reduction amount for each tier in cruise
SHIPFATIGUESENSORREDUCTIONALERTMIN = 0.025; # min sensor reduction amount for each tier in alert
SHIPFATIGUESENSORREDUCTIONALERTMAX = 0.05; # max sensor reduction amount for each tier in alert
SHIPFATIGUESENSORREDUCTIONDAMAGEDMIN = 0.035; # min sensor reduction amount for each tier in damaged
SHIPFATIGUESENSORREDUCTIONDAMAGEDMAX = 0.07; # max sensor reduction amount for each tier in damaged
SHIPFATIGUESENSORREDUCTIONDAMAGEDALERTMIN = 0.045; # min sensor reduction amount for each tier in damaged
SHIPFATIGUESENSORREDUCTIONDAMAGEDALERTMAX = 0.09; # max sensor reduction amount for each tier in damaged

I personally would play with the fatigue numbers. I would increase all of them 0.025 at a time and test until I got what I was looking for. The fatigue numbers above reduce the sensor effectiveness of the ship's sensors by the amount shown on each tier change of fatigue. If you want them to enter fatigue faster then adjust SHIPWATCHROTATION to a small number.
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Old 12-14-10, 08:32 AM   #1018
TheDarkWraith
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Quote:
Originally Posted by rascal101 View Post
Question for TheDarkWraith

OK have tested this and sadly it does not seem to change the super magical behaviour of the Escorts- OK its Nov 1939 - I come across a single escrot on patrol off SW coast UK -medium fog- crash dived to avoid surface encounter - then spent the next 16-20 hrs game time avoiding the Escort - 160m depth silent running -

No manouvers seemed to shake it kept my bow and stern always to the destroyer where possible - indeed sometimes the detroyer would go away and I almost thought I'd won, then out the blue he would just appear in the distance and sail right over me and start the whole game all over again - just doing circles over me with at least one part of the circle right on top of me


I then tried surfacing to loose him in the fog - even though I was beyond his visual range no matter how many direction changes I made, while out side his line of site in fog he still just altered course to match my own - as if the fog was not there and her could see me quite clearly - dont forget its 1939 so no radar.

This leads me to suspect this mod is flawed - though I mean no ill will to TDW I have tried messing with certain parramaters of this mod - I re-set the SHIPWATCHROTATION from 180 to 125 with no apparent change in behavior

Mr TDW - you have provided some of the best mods for this game - however the Escort AI seems to be tweaked way too high -
I would stress the above encounter took place in Nov 1939 - so ASDIC and SONAR are either non existent or primitive, and there would not have been any radar either.

And yet this escort was able to find me no matter what I did, submerged or on the surface, the fog made no difference even though according to the date and technology avaliabel at the time simulated both the escort and I should have only had dead reconging and visual tracking

Please Mr TDW can you have another look at this fantastic mod, its good but not yet realistic

Best Regards to all Subsimmers and dont forget to dontate - I tipped in $10 over the weekend - keep Subsim afloat!

Rascal
set the sonar and hyrophone difficulty settings for escorts to 0.85 (leave all merchant difficulty settings at 1.0). Put the fatigue back to where it was. If it's still too hard adjust those values by subtracting 0.025 increments at a time. If it's too easy adjust those values by adding 0.025 increments at a time.
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Old 12-14-10, 08:47 AM   #1019
TheDarkWraith
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Quote:
Originally Posted by rascal101 View Post
So my first attempt has been to change SHIPWATCHROTATION from 180 to 125 and see what happens - if you can offer any more information that would be great

Is it possible to set these so the game AI gets better in stages as you play - so in 1939 the Escort AI is fairly soft, and then as the game years progress the AI gets better and better - Any ideas any one

Regards
Rascal
the devs didn't provide any way to get the current date thus there's no way to change AI behavior based on date. It's very limited what one can do with the ship AI (the sub AI is even worse and the airplane AI is pitiful).

Here's how the fatigue works:

the fatigue system has 4 levels. When a ship first spawns in game it's at fatigue level 1, a new watch crew has taken over and has no fatigue. All the sensors for that ship are at 100% capability (that's capability not sensor effectivess - two different things. A sensor can have a sensor effectiveness of 0.75 but be at 100% capability. As capability degrades it reduces the sensor effectiveness). A base tier time is defined as base ship watch rotation time +- ( 0.25 * base watch rotation ). Each level of fatigue uses this base tier time * random( SHIPFATIGUEMIN, SHIPFATIGUEMAX ) to get a random amount of time for each level of fatigue.
When a new fatigue level is started the ship's sensors are reduced by a random amount between SHIPFATIGUESENSORREDUCTIONxMIN and SHIPFATIGUESENSORREDUCTIONxMAX. After all 4 fatigue levels are done a fresh watch crew takes over and the ship's sensors are put back to 100% effectiveness and the cycle repeats.
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Old 01-04-11, 08:09 AM   #1020
Itkovian
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A few questions:

- For the mod to work, should I return to port and sail out again?

- Having just installed the mod and loading an ongoing patrol, my conning tower seems to have sprouted a new antennae (a circular one, not sure what it is - radar? radar detector?). Is that part of the mod, or a bug?

- Does your mod change behavior when ships take damage? Due to conflict I had to remove the Damage Assessment mod (which causes ships to slow down after taking hits), and wonder if yours does something else to make damaged ships behave more realistically (I see in your notes that it does cause speed to decrease, at the very least).

Thank you.

Itkovian
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