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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Nub
![]() Join Date: Jan 2012
Posts: 3
Downloads: 26
Uploads: 0
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Can you please provide me with a step by step guide how to edit this mod so that the Ai is not so formidable.
I am a newbie and they are just too powerful. Also I have just finished reading IRON COFFINS a biography of a u boat commander. In it the deystroyers never open fire with machine guns or cannon on the uboats but seek to ram them and/or depth charge them. In your mod the deystroyers open accurate fire in heaving seas and intense rain as well as in the pitch dark. cheers, impiman |
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#2 | ||
Seasoned Skipper
![]() Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
Uploads: 0
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#3 |
Seasoned Skipper
![]() Join Date: Mar 2008
Posts: 698
Downloads: 262
Uploads: 0
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![]() I've also lowered my MAX difficulty levels to something less than 100. I think I have my max difficulty at 95 b/c I agree, sometimes the escorts have ridiculous sonar and hydrophone skills. Don't get me wrong, this mod made the game worth playing but when an escort can hear my cook fart from 3,000 meters away while I'm submerged at 145 meters on silent running...it's too hard. That's why we can adjust it. ![]()
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#4 | |
Commander
![]() Join Date: May 2004
Location: Texas, USA
Posts: 470
Downloads: 78
Uploads: 0
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![]() Yep. As I recall, that seems to have been a problem with all previous versions of Silent Hunter too. Those escorts that just never, ever made a mistake and never, ever lost sight of where you were. No fooling them at all. If Bernard took his hat off at 6,000 yds submerged, they'd all come racing to you and, once locked on to you, you could pretend to run away in their baffles, creep silently along the ocean floor, shut down everything and pretty much sit on the bottom for a whole day, spit decoys in every conceivable direction and they would not as much as think about being deceived by your primitive wiles. ![]() And the solution, in all the previous versions as well as this one, was always the talented, tireless modders working night and day to fix it. ![]()
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Ansonsten, Herr Lutter, ist alles in Butter Liqui-cooled Intel i2550K @ 4.2 GHz, 8 Gb RAM, GTX 970 GPU |
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#5 |
Ace of the deep .
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Keep the AI at 100 in IRAI .
Apply the Depth charge water disturbances after IRAI http://www.subsim.com/radioroom/show...t=depth+charge There is a mod to fix nearly everything . |
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#6 |
Watch
![]() Join Date: Nov 2011
Posts: 16
Downloads: 48
Uploads: 0
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Hi there,
I did apply the 'IRAI_0_0_30_ByTheDarkWraith' (after MO and TDW's UI's as recommend) and then the 'IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_ spotting' when I was in the bunker yesterday evening. On Campain then, I approched a Merchant on Periscopedepth but I could'nt hear anything in Hydrophone? Diving to 40m -> the same..... Where is my mistake? What does the Mod 'IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_ spotting' exactly do? ...thanks Last edited by schweini63; 03-21-12 at 09:15 AM. |
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#7 |
Seasoned Skipper
![]() Join Date: Mar 2010
Location: Berlin, Germany
Posts: 718
Downloads: 575
Uploads: 0
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Hello schweini63.
Put the IRAI mod between MO and NewUIs, use the No hydrophone on surface mod from TDWs Addon mods 1.1.0 (put after NewUIs). Regards. Echol ![]() |
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#8 |
Swabbie
![]() Join Date: Jun 2011
Posts: 11
Downloads: 16
Uploads: 0
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I am wondering if I have installed the mod correctly, I did as instructed and when I go to JGSME to enable the mod it takes its time loading then it moves to the right side... Now when I am playing in my campaign which is October 1939, the enemy aircraft will not attack me at all. Also when I found a group of transports about 2 of them, there were 2 destroyers accompanying them. I dived to periscope depth and fired torps at the transports and made a quick dive to 90meters and cut the motors. The destroyers finally started circling and one turned on his sonar and depth charged me but his depth charges were set too high. After that they both circled for about a good 20 mins and then left... They never used their sonar again, I am guessing the AI thought I was a goner... Now I am wondering if the AI is set to be a little easier earlier in the war or are they supposed to be more difficult? I honestly thought I was going to have a harder time than what I did...
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#9 |
Black Magic
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v0.0.33 released. See post #1
I would regard this version as an experimental one. Let me know what you all think of the new sub and ship AI ![]() ![]() |
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