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Old 01-04-11, 09:33 AM   #1021
TheDarkWraith
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Quote:
Originally Posted by Itkovian View Post
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
I would always install/remove mods in port.
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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Old 01-04-11, 11:31 AM   #1022
Itkovian
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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
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Old 01-04-11, 11:41 AM   #1023
TheDarkWraith
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Quote:
Originally Posted by Itkovian View Post
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
I wouldn't make any changes till you're back in port again.
DF was installed on subs. I attached a DF sensor to it so it has purpose
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Old 01-04-11, 11:50 AM   #1024
Itkovian
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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
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Old 01-04-11, 12:17 PM   #1025
TheDarkWraith
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Quote:
Originally Posted by Itkovian View Post
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
a 1.0 setting doesn't mean they can detect you at all times. It means their sensor effectiveness for that sensor is 100%. Any value less than 1.0 degrades their sensor effectiveness and thus makes it harder for them to detect you with that sensor.

Sail back to port, save, then apply the mod and set off is recommended.
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Old 01-04-11, 01:03 PM   #1026
Itkovian
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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
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Old 01-04-11, 01:38 PM   #1027
TheDarkWraith
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Quote:
Originally Posted by Itkovian View Post
How does the DF work with this mod? Is it automatic, or do I need to do something to activate it?

Itkovian
Totally automatic
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Old 01-04-11, 09:31 PM   #1028
Itkovian
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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
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Old 01-27-11, 08:57 AM   #1029
Bilge_Rat
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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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Old 01-27-11, 11:28 AM   #1030
TheDarkWraith
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Quote:
Originally Posted by Bilge_Rat View Post
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.
PQ-17 is a bad single mission to use for testing like this. If you look at it in the mission editor the convoy has no escorts assigned to it. Thus the behavior you saw is expected (the escorts are a HK group). I can assure you that if the escorts were assigned to the convoy most of them would stay with the convoy.
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Old 01-27-11, 12:09 PM   #1031
Bilge_Rat
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Quote:
Originally Posted by TheDarkWraith View Post
PQ-17 is a bad single mission to use for testing like this. If you look at it in the mission editor the convoy has no escorts assigned to it. Thus the behavior you saw is expected (the escorts are a HK group). I can assure you that if the escorts were assigned to the convoy most of them would stay with the convoy.
thanks for the reply.
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Old 01-29-11, 07:17 AM   #1032
Bilge_Rat
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Quote:
Originally Posted by TheDarkWraith View Post
New version! v0.0.29



v0.0.29 available here: http://www.filefront.com/17447024/IR...DarkWraith.7z/
NOTE: because of the new features of fatigue and crew watch rotations for the ship AI it is recommended to leave all the difficulty levels at 1.0

another question. I have seen other posts that the sonar/hydrophone difficulty level should be set at 0.85-0.90 while TDW's original post mentions leaving everything at 1.0 with v0.0.29. Which is correct?
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Old 01-29-11, 07:29 AM   #1033
stoianm
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Quote:
Originally Posted by Bilge_Rat View Post
another question. I have seen other posts that the sonar/hydrophone difficulty level should be set at 0.85-0.90 while TDW's original post mentions leaving everything at 1.0 with v0.0.29. Which is correct?
Depends how good you think that you are. TDW said:

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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Old 01-29-11, 07:48 AM   #1034
Magic1111
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Quote:
Originally Posted by stoianm View Post
Depends how good you think that you are. TDW said:

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!
Now I use these:

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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Old 01-29-11, 08:13 AM   #1035
stoianm
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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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