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01-04-11, 09:33 AM | #1021 | |
Black Magic
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Quote:
The new antenna is the radio DF loop. It is part of the mod. You will also notice another antenna when you submerge. That is the radio antenna. The mod changes all aspects of AI behavior. |
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01-04-11, 11:31 AM | #1022 |
Helmsman
Join Date: Feb 2010
Posts: 106
Downloads: 15
Uploads: 0
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Hum, is it too late for me now that the mod is already installed? Or would just going back to port and leaving again "reset" things so all is well?
As for the DF loop, is that a historical mod? As in something our subs were missing that real Type VIIs had? Does it have gameplay impacts, or is it a cosmetic change for realism? Thank you. Itkovian |
01-04-11, 11:41 AM | #1023 | |
Black Magic
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DF was installed on subs. I attached a DF sensor to it so it has purpose |
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01-04-11, 11:50 AM | #1024 |
Helmsman
Join Date: Feb 2010
Posts: 106
Downloads: 15
Uploads: 0
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Allright. I think I have a savegame for when I was in port (since I'm just starting Happy Times).
Otherwise, should I just reapply the mods I had before (disable this one), sail back to port, save, then apply this mod and set off? Also, what does leaving the merchant sensors to 1.0 do? Does it work like non-merchant, in that 1.0 means they can detect you at all times? Itkovian |
01-04-11, 12:17 PM | #1025 | |
Black Magic
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Quote:
Sail back to port, save, then apply the mod and set off is recommended. |
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01-04-11, 01:03 PM | #1026 |
Helmsman
Join Date: Feb 2010
Posts: 106
Downloads: 15
Uploads: 0
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How does the DF work with this mod? Is it automatic, or do I need to do something to activate it?
Itkovian |
01-04-11, 01:38 PM | #1027 |
Black Magic
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01-04-11, 09:31 PM | #1028 |
Helmsman
Join Date: Feb 2010
Posts: 106
Downloads: 15
Uploads: 0
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Thank you for the help, the mod seems to be working well.
That said, I did try the wolfpack mission, and I am sorry to say that the U-boats remain on the surface for far too long, and only submerged once the leader (I presume it was the leader) had been destroyed by the escort's guns. The good news is that the escorts then proceeded to sink even the submerged u-boats, so that definitely works well (and also sank me when I decided to be stupid *grin*). Itkovian |
01-27-11, 08:57 AM | #1029 |
Silent Hunter
Join Date: Apr 2002
Location: standing watch...
Posts: 3,793
Downloads: 344
Uploads: 0
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A bit late, but I spent some time testing out IRAI 0.29 in the PQ-17 mission, with map updates/external views on, AI difficulty 1.0.
This is just preliminary, but overall it is a nice step forward, thank you TDW for all the hard work. Sensor ranges look reasonable, I was able to approach an escort on the surface within 3,000 meters (dusk, light fog) without being spotted (even though I could make it out clearly in the binos), making sure my speed was low enough so the U-Boat stayed out of the passive hydrophone range. I then submerged and sank the escort to see how the other escorts would react. I dove to 160 meters, silent running, but was picked up quickly. In external view, it was nice to see the escorts using proper tactics, with one sitting motionless close to my position listening, while the others started DC runs. What I was less happy to see was that all the convoy escorts, around 15+, ran over to my position and milled around in a gaggle over my boat while the convoy sailed on totally defenceless. Ideally, there should only be 1-3 escorts that would peel off to attack while the rest stayed with the convoy. That was pretty much the standard practice in 1939-43. I dont know if this is a one off thing, since I will retest with the AI at 0.85, but just thought I would mention it.
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01-27-11, 11:28 AM | #1030 | |
Black Magic
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01-27-11, 12:09 PM | #1031 | |
Silent Hunter
Join Date: Apr 2002
Location: standing watch...
Posts: 3,793
Downloads: 344
Uploads: 0
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Quote:
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01-29-11, 07:17 AM | #1032 | |
Silent Hunter
Join Date: Apr 2002
Location: standing watch...
Posts: 3,793
Downloads: 344
Uploads: 0
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Quote:
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01-29-11, 07:29 AM | #1033 | |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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Quote:
Difficulty is from 0.0 to 1.0 with 1.0 meaning 100% difficulty. I recommend adjusting only the highlighted values. If you are a beginner I would recommend values of 0.8-0.85 for those highlighted. If you are an intermediate I would recommend 0.85-0.9 for those values. If you are an expert I would recommend 0.9-1.0 for those values. Best regars! (if you are good enough and use real nav maybe you have time to read here: http://www.subsim.com/radioroom/showthread.php?t=179643) All the best! |
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01-29-11, 07:48 AM | #1034 | |
Silent Hunter
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VISUAL_DIFFICULTY = 1.0; HYDROPHONE_DIFFICULTY = 0.85; <------------------- RADAR_DIFFICULTY = 1.0; SONAR_DIFFICULTY = 0.85; <------------------- # for merchants VISUAL_DIFFICULTY_MERCHANT = 1.0; HYDROPHONE_DIFFICULTY_MERCHANT = 1.0; RADAR_DIFFICULTY_MERCHANT = 1.0; SONAR_DIFFICULTY_MERCHANT = 1.0; Best regards, Magic |
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01-29-11, 08:13 AM | #1035 |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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Now I use these:
VISUAL_DIFFICULTY = 1.0; HYDROPHONE_DIFFICULTY = 0.925; <------------------- RADAR_DIFFICULTY = 1.0; SONAR_DIFFICULTY = 0.925; <------------------- # for merchants VISUAL_DIFFICULTY_MERCHANT = 1.0; HYDROPHONE_DIFFICULTY_MERCHANT = 1.0; RADAR_DIFFICULTY_MERCHANT = 1.0; SONAR_DIFFICULTY_MERCHANT = 1.0; + real nav + realism 100% ant it rock (note - sober is my teacher from naval academy) |
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