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#1591 |
Ace of the deep .
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Orpheus , do you use TDW_DC_Water_Disturbance_v2_0_SH5 ?
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#1592 | |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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![]() Ah, this is a very good point, I do (for the realism, imo would be nice if it were included in IRAI). I've been using it for so long I forget, although in all honesty I don't notice it much. I'll switch it off for this next test and see if I get sunk in seconds. ![]() |
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#1593 | |
Black Magic
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#1594 |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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Tried both files, didn't survive either lol. First file gave me time to squeeze in 30 seconds or so of flank to clear the firing point after the shot, but they got me with a lucky one. Second file I lost them in the convoy for a little while, no time to escape the firing point without alerting them - then they reacquired me at the edge and pounded on me for an hour before they caught me.
First file felt better, think I was unlucky. Surprised to see how much difference the Water Disturbances make, though I do think it's necessary for the realism. I might have a look at the file and see if I can tone it down a bit. Will keep on testing with the first file and update you as I go. ![]() |
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#1595 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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I think it would be useful to have several versions of IRAI available: light, medium and hard, or something like that. It would certainly help those of us who aren't used to fiddling with files and tweaking them to our liking. Just my two cents.
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#1596 | |
Black Magic
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![]() I'm glad to hear that the first sim file I made available seems better. It has much more 'relaxed' parameters than the second sim fle. If you would've told me the second one was better I would've been really scratching my head because it would've blown out the theories I've amassed from poking into the .exe and .act files. To get really accurate test results you need to disable everything that can dumb down the AI in IRAI. That means setting difficulty parameters to 100/100, disabling crew rotations and fatigue, and removing any mods that can affect AI sensors (ala my DC water disturbances mod). Only then will you get real test data. You can't make comparisons between multiple tests when you have variables. Everything needs to be as static as possible ![]() |
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#1597 |
Ace of the deep .
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What we need is an IRAI single mission test that everyone uses to test . Because with the campaign you have all sorts of variables .
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#1598 | |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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The behaviour I saw in the first test with disturbances on and the second with it off make the first file the better by far; you'll need them to give up a little earlier as they're pretty accurate, even at 0.5 knots they had me pretty fast and didn't let up. ![]() |
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#1599 |
Black Magic
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Use this file for testing: http://www.megaupload.com/?d=I58VRJYE
Place in \data\Scripts\AI and let it overwrite the original or make a mod out of it so it can be enabled/disabled via JSGME It has the difficulty settings all at 100 and crew fatigue disabled. This removes the random part of the dumbing down of the AI |
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#1600 |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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Ok, might be a day or two before I can get to it though. Why remove the randomisation by the way, surely that's integral? Checked the water disturbances file and it's a .dat, so I can't edit it easily, which scuppers that plan!
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#1601 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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One question: if I want to tweak the difficulty of the AI, do I have to modify all the non-merchant numbers in this list ->
# Note: difficulty is in range 0 - 100 with 0 being no difficulty (sensor doesn't exist) # all the below get divided by 100 in code # for non-merchants VISUAL_DIFFICULTY_MIN = 85; VISUAL_DIFFICULTY_MAX = 100; HYDROPHONE_DIFFICULTY_MIN = 85; HYDROPHONE_DIFFICULTY_MAX = 100; RADAR_DIFFICULTY_MIN = 85; RADAR_DIFFICULTY_MAX = 100; SONAR_DIFFICULTY_MIN = 85; SONAR_DIFFICULTY_MAX = 100; # for merchants VISUAL_DIFFICULTY_MERCHANT_MIN = 85; VISUAL_DIFFICULTY_MERCHANT_MAX = 100; HYDROPHONE_DIFFICULTY_MERCHANT_MIN = 85; HYDROPHONE_DIFFICULTY_MERCHANT_MAX = 100; RADAR_DIFFICULTY_MERCHANT_MIN = 85; RADAR_DIFFICULTY_MERCHANT_MAX = 100; SONAR_DIFFICULTY_MERCHANT_MIN = 85; SONAR_DIFFICULTY_MERCHANT_MAX = 100; For example, if I want the DDs to be 85/95, do I have to modify every listed number for non-merchants (i.e. turn every 100 into 95)? Playing with 100 seems like a little too much for me, so that's why I'm asking. Also, do you think 85/95 is a good combination for someone who is okay at the game, but certainly no naval genius? ![]() |
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#1602 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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Is it okay to activate NewUI 6.9.0. after IRAI .30 + the IRAI .31 update? I see that JSGME reports a conflict when NewUI tries to modify the sensors file.
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#1603 | |
Silent Hunter
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![]() Best regards, Magic |
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#1604 | |
Watch
![]() Join Date: Nov 2011
Posts: 16
Downloads: 16
Uploads: 0
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According to a few other forum users, your mod instructions seem to be backwards.
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#1605 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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No, it makes sense to install NewUI last. The message you quoted is outdated, I believe. Try putting NewUI after IRAI, it worked for me.
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