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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#2 | |
Silent Hunter
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![]() I didn´t found this post! ![]() Best regards, Magic ![]() |
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#3 |
Helmsman
![]() Join Date: Mar 2010
Location: spain
Posts: 105
Downloads: 445
Uploads: 0
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Hello TDW, belong to a virtual flotilla (www.24Flotilla.com) we played much multiplayer, we like to attack convoys in droves,(wolfpack) we have observed that with the latest version of IRAIv0.0.37, escorts not very precise in their attacks when we discovered, launched their loads quite far from their position subtracting emotion submarines to attack, because we have never been sunk, and the attack on the convoy becomes a duck shooting.Do nothing but give circles around,in previous versions, if you have more precision.attacks were more complicated and fun.
Question: Could you put more precision attacks by bodyguards when they launch their depth charges? Can you tell us how it's done? AI? Vary their behavior in multiplayer or does it just as campaigning? Sorry my bad English I have to use a translator Thank you very much. Last edited by chun; 09-07-12 at 07:16 AM. |
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#4 | |
Black Magic
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[Hydrophone] Detection time=1.0 ;[s] ; lower values then 1 make it harder for AI to detect you Sensitivity=1.0 ;(0..1) Height factor=0 ;[m] Waves factor=0.5 ;[>=0] Speed factor=14 ;[kt] ;1 is on the deaf side ;0.10 is on the uber end Noise factor=0.2 ;[>=0] was 1.3, decreased by 74.5% Thermal Layer Signal Attenuation=1.0 ;[>0], 1 means no signal reduction, 3 equals signal reduction to 33% was 3.0, decreased by 55% Min Signal Strength=0.1 [Sonar] ;how long you have to be in the AI's active sonar cone before he will start pinging. Detection time=1.0 ;[s] was 5 ; lower values than 1 make it harder for AI to detect you Sensitivity=1.0 ;(0..1) Waves factor=0.2 ;[>=0] Speed factor=15 ;[kt] ;how much surface area you present to the AI for him to ping off of, before he gets a ping ;think of this variable as to how much "slop" you can have when pointing your bow or stern at an approaching AI to minimize your profile Enemy surface factor=175 ;[m2] was 520, decreased by 35% Lose time=20 ;[s] Min Signal Strength=0.1 Thermal Layer Signal Attenuation=1.25 ;[>0], 1 means no signal reduction, 5 equals signal reduction to 20% was 5.0, decreased by 70% Those changes will spice things up for sure ![]() I removed the pinpoint accuracy the warships had in the latest version because people were complaining. You're now seeing that the AI really has no clue where you are unless you are actually spotted. |
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#5 |
Helmsman
![]() Join Date: Mar 2010
Location: spain
Posts: 105
Downloads: 445
Uploads: 0
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TDW thank you very much, do these changes and test.
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#6 |
Loader
![]() Join Date: Oct 2011
Posts: 89
Downloads: 27
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Maybe this can be integrated into IRAI: Destroyer tactics "Plaster" and "Creeper"
http://www.subsim.com/radioroom/showthread.php?t=197130 http://silentseawolvesmsw.devhub.com...e-warfare-asw/
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Dietrich von Carlewitz, 2nd Lt. U-29 |
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#7 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() http://www.bbc.co.uk/history/worldwa...atlantic.shtml |
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#8 | |
Helmsman
![]() Join Date: Mar 2010
Location: spain
Posts: 105
Downloads: 445
Uploads: 0
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![]() Quote:
![]() One question: What file. Aix, makes them behave this way? Could you make a much closer IA AI SH3? ![]() Thank you very much for your attention, we know we have a lot of work with the patches for. Exe, we value your hard work. ![]() Last edited by chun; 09-11-12 at 05:03 PM. |
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