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12-03-10, 08:52 AM | #1006 |
Grey Wolf
Join Date: Feb 2009
Posts: 992
Downloads: 91
Uploads: 0
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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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12-03-10, 11:53 PM | #1007 | |
Black Magic
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12-06-10, 03:26 AM | #1008 | |
Sea Lord
Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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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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12-07-10, 06:49 AM | #1009 |
Grey Wolf
Join Date: Jun 2006
Posts: 769
Downloads: 200
Uploads: 0
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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 |
12-07-10, 12:47 PM | #1010 |
Watch
Join Date: Jul 2007
Posts: 27
Downloads: 130
Uploads: 0
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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... |
12-07-10, 12:58 PM | #1011 |
Navy Seal
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its a game bug.
you need to save and reload. he will then sail away |
12-10-10, 04:08 PM | #1012 |
Mate
Join Date: Nov 2008
Posts: 51
Downloads: 151
Uploads: 0
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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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12-11-10, 04:07 PM | #1013 | |
Grey Wolf
Join Date: Jun 2006
Posts: 769
Downloads: 200
Uploads: 0
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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:
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12-13-10, 05:05 PM | #1014 | |
Grey Wolf
Join Date: Sep 2006
Location: NY
Posts: 994
Downloads: 1078
Uploads: 6
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Broken Link - video of airplane making torpedo run on sub
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Link is stated on post 1. Does not work. Attempted numerous times. |
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12-13-10, 05:23 PM | #1015 |
Black Magic
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12-13-10, 05:52 PM | #1016 |
中国水兵
Join Date: Mar 2010
Location: 47°46′46″N, 37°14′51″E
Posts: 271
Downloads: 231
Uploads: 0
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12-14-10, 01:02 AM | #1017 | |
Grey Wolf
Join Date: Jun 2006
Posts: 769
Downloads: 200
Uploads: 0
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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:
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12-14-10, 08:32 AM | #1018 | |
Black Magic
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12-14-10, 08:47 AM | #1019 | |
Black Magic
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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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01-04-11, 08:09 AM | #1020 |
Helmsman
Join Date: Feb 2010
Posts: 106
Downloads: 15
Uploads: 0
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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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