SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 11-12-11, 03:28 PM   #1
Chicki
Watch
 
Join Date: Oct 2011
Posts: 18
Downloads: 68
Uploads: 0
Default

Hey. Thanks for the replys. Um, this is a mission that I created using the mission editor. It's just a single ship. Will the ship just zig automatacially? I don't think it's a zig because the ship just kinda starts wandering around. It's very weird.

Montray is scaring me a bit about TMO. First negative thing I've heard about it, other than it makes the game harder. Hmmmm, maybe I should play the stock version for a bit. Sure like the graphics of TMO though. Anyway, thanks guys.
Chicki is offline   Reply With Quote
Old 11-12-11, 03:39 PM   #2
Arlo
The Old Man
 
Join Date: Nov 2003
Posts: 1,304
Downloads: 214
Uploads: 0
Default

TMO is tough. I'd venture to say 'tough as hell' but then I'm still cuttin' my teeth in it.
__________________
-Arlo
Arlo is offline   Reply With Quote
Old 11-12-11, 07:33 PM   #3
TorpX
Silent Hunter
 
Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
Default

Quote:
Originally Posted by Chicki View Post
Hey. Thanks for the replys. Um, this is a mission that I created using the mission editor. It's just a single ship. Will the ship just zig automatacially? I don't think it's a zig because the ship just kinda starts wandering around. It's very weird.

Montray is scaring me a bit about TMO. First negative thing I've heard about it, other than it makes the game harder. Hmmmm, maybe I should play the stock version for a bit. Sure like the graphics of TMO though. Anyway, thanks guys.
If you decide to drop TMO, try RFB instead. Stock is terrible...........
TorpX is offline   Reply With Quote
Old 11-12-11, 07:41 PM   #4
Armistead
Rear Admiral
 
Join Date: Dec 2008
Location: on the Dan
Posts: 10,880
Downloads: 364
Uploads: 0


Default

A single merchant shouldn't give you any problems unless it's somehow spotted your scope. When you built the mission, did you start yourself within range as often it takes some time for a ship to gain speed and get on track if you put yourself too close at mission start.

Most of us find even TMO easy after we play it sometime and do what we can to make it more difficult....Really, TMO isn't that hard, most of us that play it can destroy convoys and TF rather easily, often people can score 100K tons per patrol....just got to learn it and how to react.
Armistead is offline   Reply With Quote
Old 11-13-11, 12:49 AM   #5
Chicki
Watch
 
Join Date: Oct 2011
Posts: 18
Downloads: 68
Uploads: 0
Default

Yeah buddy. The ship is about 20 klicks north of me. That far enough? I'll just keep plugging along. Finding this sim crazy hard right now. Thanks skippers!
Chicki is offline   Reply With Quote
Old 11-16-11, 10:19 AM   #6
Daniel Prates
Grey Wolf
 
Join Date: Apr 2011
Location: Curitiba, Brazil
Posts: 938
Downloads: 65
Uploads: 0
Default

Quote:
Originally Posted by Chicki View Post
The ship is about 20 klicks north of me.
A ship should not be visible from so far away.
Daniel Prates is offline   Reply With Quote
Old 11-16-11, 12:37 PM   #7
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

Quote:
Originally Posted by Armistead View Post
Most of us find even TMO easy after we play it sometime and do what we can to make it more difficult....Really, TMO isn't that hard, most of us that play it can destroy convoys and TF rather easily, often people can score 100K tons per patrol....just got to learn it and how to react.
This, aside from what was stated in the PDF file in the section about my take on realism, is why the AI is racheted up a tad in TMO. Regardless of what tweaks are done to the AI's sensors, eventually you figure it out.

Avoiding detection in any SH game, be it 3, 4, or 5, is really just an exercise in threading a needle. In vanilla, the needle eye looks like this:



All TMO does, is make the needle eye smaller:



Regardless of allowances in avoiding the AI as illustrated above, eventually, no matter how large or small it is, you become adept at threading this metaphorical needle. When you become good at it, large allowances become dull and boring.

Now all that said, the AI in TMO is not what i would call, "atlantic hard". I did infact, hold back on what was possible because artistic license will only go so far in the face of historical fact. When i came to SH4, i came to it from having played and modded SH3 for a few years. So i took that experience as my guide for some of the design decisions I made when working on TMO.

As an aside, my reguaritated spiel on avoiding the AI:
http://www.ducimus.net/sh415/ai.htm
Ducimus is offline   Reply With Quote
Old 11-16-11, 01:14 PM   #8
CptLoonee
Helmsman
 
Join Date: Jul 2010
Posts: 110
Downloads: 29
Uploads: 0
Default

I run TMO 2.2 and I have never had a merchant detect me while submerged until after firing. Not sure what could be causing that.
CptLoonee is offline   Reply With Quote
Old 11-16-11, 06:02 PM   #9
mobucks
Seasoned Skipper
 
Join Date: Jan 2010
Posts: 713
Downloads: 209
Uploads: 0
Default

I love the random zigs. Really feels realistic. Is there any mod that includes a harder zig plan? (3-10 minutes each zig, same base course) In TMO 2.2 they seem to only change course and it seems like a zig but might be just my luck that they change course within 2 minutes of firing.
mobucks is offline   Reply With Quote
Old 11-16-11, 06:24 PM   #10
WernherVonTrapp
Admiral
 
Join Date: Jul 2009
Location: Now, alot farther from NYC.
Posts: 2,228
Downloads: 105
Uploads: 0
Default

When I first tried TMO last year (1.7 I think), I immediately became annoyed and frustrated with the convoys' course changes. It was then that I realized I had only ever known/played the stock version, and compared to TMO, stock is like playing Contra .vs Duck Hunt.


__________________
"The journey of a thousand miles begins with a single step."
-Miyamoto Musashi
-------------------------------------------------------
"What is truth?"
-Pontius Pilate
WernherVonTrapp is offline   Reply With Quote
Old 11-16-11, 06:47 PM   #11
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

Quote:
Originally Posted by mobucks View Post
I love the random zigs. Really feels realistic. Is there any mod that includes a harder zig plan? (3-10 minutes each zig, same base course) In TMO 2.2 they seem to only change course and it seems like a zig but might be just my luck that they change course within 2 minutes of firing.

Zig zags take cpu power, and greatly increase the size of the campaign files. Do it too much, and you'll pretty much make the game slow down to a crawl if it doesnt CTD outright. Convoys in TMO do zig zag on a regular basis. About every 15 to 20 NM they'll zig or zag. The exact leg lengths are randomized a little.
Ducimus is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:25 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.