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Old 04-04-11, 12:54 PM   #1246
Zedi
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In shallow waters I find it impossible to escape from destroyers. Maybe 1 hour.. 2.. but not more as you will deplete the batteries. Gibraltar where is no shallow water is still almost impossible to pass. The only strategy is to wait for bad weather and fog then try to slip through slowly. If your detected, "load game" is your friend.

In 43 when the escorts have radars I had to disable IRAI and real navigation to pass Gibraltar just to test missions in Open Horizon. Is no way to make it alive using 100% realism. Just when you enter the strait you feel the blood rushing through your veins.. every second is a pain by expecting a patrol to pop out from the darkness...
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Old 04-04-11, 01:35 PM   #1247
Jaguar
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Quote:
Originally Posted by stoianm View Post
I think it is the time that we must to open a thread and all of us to come there with ideeas and with advice from ours game experience to try to build an perfect startegy to defeat this evil IRAI of TDW... now i am afraid to attack an convoy each time when i spot them... it is like lottery.. i dunno if i will escape one piece after... and i do not want to speak about when i am forced to hunt an capital ship or an aircraft carier.. we all togheter we will defeat this irai for sure (even if TDW will try to add smoked depth charges or i dunno what mortal weapons on the DDs arsenal )
Well stoi, lets not forget we are doomed from the beggining , the only way to defeat them is to get the type XXI in SH6 . VIIs and IXs were obsolete after 43 . I guess it was after the Black May losses raised to 75% in each patrol, surfing in u-boat.net I couldn´t find any boats outside norwegian bases that survived for more than 2/3 patrols.
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Old 04-04-11, 03:22 PM   #1248
d3vnu11
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So it's seems IRAI .30 and no Hydrophone no aircraft spotting is breaking the hydrophone at periscope depth. at 17M I can hear a ship coming at 12M I can not. Without this mod the hydrophone appears to work correctly except sometime I see a ship type but don't hear any sound. Using the Hydrophone patch of course..
Regards,
Kevin
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Old 04-04-11, 07:07 PM   #1249
Teiwaz
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Quote:
Originally Posted by stoianm View Post
I think it is the time that we must to open a thread and all of us to come there with ideeas and with advice from ours game experience to try to build an perfect startegy to defeat this evil IRAI of TDW... now i am afraid to attack an convoy each time when i spot them... it is like lottery.. i dunno if i will escape one piece after... and i do not want to speak about when i am forced to hunt an capital ship or an aircraft carier.. we all togheter we will defeat this irai for sure (even if TDW will try to add smoked depth charges or i dunno what mortal weapons on the DDs arsenal )
Well, if the abilities (== values in IRAI .cfg-files) you give the AI can be considerd cheating there is (at some point) no way of beating this AI (without cheating yourself) - simple balancing aspect But it's also true that going on patrol starting sometime in '43 meant almost certain death for U-Boat crews So my guess is that IRAI settings may be to high for '39-'42 and get more realistic after '42. Would need a lot of long term testing to get a "perfect" balance (and maybe different settings for early and late war years). But something like perfect balance doesn't exist IMHO
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Old 04-04-11, 07:45 PM   #1250
marleymen
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Quote:
Originally Posted by d3vnu11 View Post
So it's seems IRAI .30 and no Hydrophone no aircraft spotting is breaking the hydrophone at periscope depth. at 17M I can hear a ship coming at 12M I can not. Without this mod the hydrophone appears to work correctly except sometime I see a ship type but don't hear any sound. Using the Hydrophone patch of course..
Regards,
Kevin
Happened to me too. Not a IRAI issue. It´s because of a "mod soup" or you changed mods not at Base.

Try starting a new campaign.
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Old 04-04-11, 07:56 PM   #1251
Dignan
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Default AI Detection

TDW,

Got an AI detection question for stock and IRAI.

Is the AI more likely to detect a moving scope (i.e. from wake splash) or is a moving scope the same as a still scope as far as the AI is concerned? I know AI distance to teh scope does matter but am wondering about movement.

Also still trying to figure out which file to alter to make that radio rod you installed go away or not raise so high. If wakes from periscopes and rods are indeed detectable then isn't it giving me away? Thanks.
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Old 04-04-11, 08:47 PM   #1252
TheDarkWraith
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Quote:
Originally Posted by Dignan View Post
TDW,

Got an AI detection question for stock and IRAI.

Is the AI more likely to detect a moving scope (i.e. from wake splash) or is a moving scope the same as a still scope as far as the AI is concerned? I know AI distance to teh scope does matter but am wondering about movement.

Also still trying to figure out which file to alter to make that radio rod you installed go away or not raise so high. If wakes from periscopes and rods are indeed detectable then isn't it giving me away? Thanks.
Wake splash is cosmetic only
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Old 04-04-11, 11:20 PM   #1253
StarTrekMike
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This is going to be a silly question but I just started using the mod and I really love the new level of difficulty, alas. I don't think I can go toe to toe with a destroyer anymore and hope to win, any chance that someone could give me a hint at what settings I should put the mod at to decrease the difficulty while still maintaining a sense of challenge?

Mike
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Old 04-05-11, 12:22 AM   #1254
jwilliams
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Quote:
Originally Posted by StarTrekMike View Post
This is going to be a silly question but I just started using the mod and I really love the new level of difficulty, alas. I don't think I can go toe to toe with a destroyer anymore and hope to win, any chance that someone could give me a hint at what settings I should put the mod at to decrease the difficulty while still maintaining a sense of challenge?

Mike

ATM, I am trying IRAI with these settings :-

# for non-merchants
VISUAL_DIFFICULTY_MIN = 85;
VISUAL_DIFFICULTY_MAX = 95;
HYDROPHONE_DIFFICULTY_MIN = 85;
HYDROPHONE_DIFFICULTY_MAX = 95;
RADAR_DIFFICULTY_MIN = 85;
RADAR_DIFFICULTY_MAX = 95;
SONAR_DIFFICULTY_MIN = 85;
SONAR_DIFFICULTY_MAX = 95;
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Old 04-05-11, 12:35 AM   #1255
StarTrekMike
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do I have to remove the mod to change the settings or is there somewhere where I can change them in the games directory?

I hate to upset the mod soup I have going.

Mike
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Old 04-05-11, 03:48 AM   #1256
jwilliams
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Quote:
Originally Posted by StarTrekMike View Post
do I have to remove the mod to change the settings or is there somewhere where I can change them in the games directory?

I hate to upset the mod soup I have going.

Mike
If you dont want to uninstall the mods....

The location of the file is (on my system) :-

D:\Games\simulator\SH5\data\Scripts\AI\init.aix

You location will differ depending where you installed the game.

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Old 04-05-11, 06:47 AM   #1257
Dignan
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Quote:
Originally Posted by jwilliams View Post
ATM, I am trying IRAI with these settings :-

# for non-merchants
VISUAL_DIFFICULTY_MIN = 85;
VISUAL_DIFFICULTY_MAX = 95;
HYDROPHONE_DIFFICULTY_MIN = 85;
HYDROPHONE_DIFFICULTY_MAX = 95;
RADAR_DIFFICULTY_MIN = 85;
RADAR_DIFFICULTY_MAX = 95;
SONAR_DIFFICULTY_MIN = 85;
SONAR_DIFFICULTY_MAX = 95;
These are the settings I use too. Going to play with these for a while longer but I might increase the difficulty just slightly.

Last edited by Dignan; 04-05-11 at 11:27 AM.
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Old 04-05-11, 11:39 AM   #1258
StarTrekMike
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Thanks for the help!

I am gonna try out the settings I see here and let you folks know how it works out.

though I was able to sneak into scapa flow and sink a Queen Elizabeth BB with the settings as TDW intended.

one of the most tense and fun moments in SH for me.


Mike
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Old 04-05-11, 12:46 PM   #1259
Jaguar
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Quote:
Originally Posted by StarTrekMike View Post
Thanks for the help!
I am gonna try out the settings I see here and let you folks know how it works out.
though I was able to sneak into scapa flow and sink a Queen Elizabeth BB with the settings as TDW intended.
one of the most tense and fun moments in SH for me.
Mike
Which reminds me I should pay a visit to Scapa before TDW implements mines and sub nets...
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Old 04-06-11, 05:07 AM   #1260
stoianm
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A method to defit the TDW's Evil IRAI:

23) How to use ''HIT and RUN'' method in SH5 ==> Link
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