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 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 02-11-13, 03:25 PM   #1981
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 6,094
Downloads: 466
Uploads: 0


Default

Quote:
Originally Posted by gap View Post
try reducing IRAI's 'Lost contact time' setting, in Sim.cfg
Is it the only factor that make them giving up?
With IRAI, do the destroyers have limited depth charges?
(that brings me an other question to my mind, if no limited depth charges, the chalk board is useless...! Well not easy to count them anyway as the hydro guy don't announce them all)
Fifi is offline   Reply With Quote
Old 02-11-13, 06:07 PM   #1982
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by gap View Post
Yes TDW, can you please look into this weird issue: it seems that without IRAI, guns are not firing their starshells at all; they do with IRAI enabled, but then they keep staying at maximum elevation, and they stop tracking targets

I know that Fx Update adds a new class of starshells; we could just get rid of the problem with "normal" starshells by removing them from gun's outfits, but I was planning to make them into smoke shells, and IMO it would be a pity giving them up...
v0.0.39 patch 1 is available at post #1 of this thread. This patch removes the ability of the ships to fire starshells and thus the severe game bug with it. Unzip to MODS folder. Enable after main mod and let it overwrite file.

I'll add my FX version of the starshells to ships sometime in the future (it's a butt load of work to do it ). If you look closely at FX Update's starshells in game you'll see that I attached a smoke generator to them so that they give off smoke just as they would in real life from burning.
TheDarkWraith is offline   Reply With Quote
Old 02-11-13, 06:43 PM   #1983
Echolot
Seasoned Skipper
 
Join Date: Mar 2010
Location: Berlin, Germany
Posts: 718
Downloads: 575
Uploads: 0
Default

Quote:
v0.0.39 patch 1 is available at post #1 of this thread. This patch removes the ability of the ships to fire starshells and thus the severe game bug with it.
Thank you TheDarkWraith.

Echolot is offline   Reply With Quote
Old 02-11-13, 07:20 PM   #1984
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by sober View Post
Hi , when i extract the IRAI_0_0_39_ByTheDarkWraith_Patch_1 the folder name is the same . Then inside that folder is a folder called IRAI_0_0_39_ByTheDarkWraith ?
Your unzipper is creating the extra folder then. Uncheck the create folder option.

As far as the cannons shooting at your sub when submereged here is how the AI is coded for it:
- if sub is submerged is between 0 and 20 meters depth and:
- they can visually see you or can hear you on sonar then they will lob shells at you if you are <= 8000m.
TheDarkWraith is offline   Reply With Quote
Old 02-11-13, 07:33 PM   #1985
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by sober View Post
Which folder do i enable for the patch to work ? thanks .
The one that has the data folder in it
TheDarkWraith is offline   Reply With Quote
Old 02-11-13, 07:57 PM   #1986
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 6,094
Downloads: 466
Uploads: 0


Default

Thank you very much for this patch TDW
Even on pretty good computer, starshells were giving some freeze.

Quote:
Originally Posted by TheDarkWraith View Post
- they can visually see you or can hear you on sonar then they will lob shells at you if you are <= 8000m.
Wow, up to 8 Km!! ...that's a lot! lol
Fifi is offline   Reply With Quote
Old 02-11-13, 08:08 PM   #1987
V13dweller
Grey Wolf
 
Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
Default

Quote:
Originally Posted by gap View Post
Do you refer to enemy subs? As far as I can see from its sns file, the Undine (the only enemy sub featured in game), is not equipped with any hydrophone.
I was talking about the passive hydrophones board the destroyers, I know that the U-boats sat high enough in the water that the waves on the sea nullify the effect of the passive hydrophones when the U-boat is on the surface.
Did you say the Undine class submarine has no passive hydrophone? then of does it track enemies while underwater?
V13dweller is offline   Reply With Quote
Old 02-12-13, 06:27 AM   #1988
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by TheDarkWraith View Post
v0.0.39 patch 1 is available at post #1 of this thread. This patch removes the ability of the ships to fire starshells and thus the severe game bug with it. Unzip to MODS folder. Enable after main mod and let it overwrite file.

I'll add my FX version of the starshells to ships sometime in the future (it's a butt load of work to do it ). If you look closely at FX Update's starshells in game you'll see that I attached a smoke generator to them so that they give off smoke just as they would in real life from burning.
Thank you man

I just hope that one day you will manage to properly fix this feature, once and for all. I mean guns layed at maximum elevation and firing the starshells assigned to them in guns_radars_01.sim (if any), and returning to track enemy targets afterwards...

Quote:
Originally Posted by Fifi View Post
Thank you very much for this patch TDW
Even on pretty good computer, starshells were giving some freeze.
I think you are referring to FX Update's starshells which, to my knowledge, are not removed by IRAI patch.

Quote:
Originally Posted by Fifi View Post
Wow, up to 8 Km!! ...that's a lot! lol
what do you suggest instead?

Quote:
Originally Posted by V13dweller View Post
I was talking about the passive hydrophones board the destroyers, I know that the U-boats sat high enough in the water that the waves on the sea nullify the effect of the passive hydrophones when the U-boat is on the surface.
Did you say the Undine class submarine has no passive hydrophone? then of does it track enemies while underwater?
What you ask can be probably done by increasing AI hydrophone's MinElevation.
For most (or all) of the hydrophones it is set to 80 deg. Changing this setting to 85-90 deg should be enough to make hydrophones deaf against surfaced submarines. The only downside is that they probably wouldn't pick surface targets either. In order to make ships detectable on hydrophone by other ships, we should decrease the height of their hyd soundsource
gap is offline   Reply With Quote
Old 02-12-13, 07:26 AM   #1989
arnahud2
Frogman
 
Join Date: Apr 2005
Posts: 308
Downloads: 724
Uploads: 0
Default

Thanks for the patch#1, TDW
__________________


arnahud2 is offline   Reply With Quote
Old 02-12-13, 09:20 AM   #1990
Dignan
Seasoned Skipper
 
Join Date: Mar 2008
Posts: 698
Downloads: 262
Uploads: 0
Default

TDW,

Just wanted to report my experience with the latest version of IRAI. I've been away from the game for some time. Came back, loaded up the updated versions of all the mods and I think IRAI is almost perfect.

I got myself in some hot water in my last patrol. I was tracking an arctic convoy and got in too close. I was forced to fire my torps early when I DD detected my periscope (I was within their screen and pretty close to the DD). I dove (missed my target too ) and endured about 5 hours of depth charging and being hunted by about 7 destroyers. I took a few good shots from close DCs. Sustained damage but was able to continue on. I eventually lost them (but it wasn't easy) by going deep, 140m, and remaining still.

I think the balance of difficulty and playability has been found. Escorts are a threat but not impossible to escape from. Thanks for this mod.
__________________
Dignan is offline   Reply With Quote
Old 02-12-13, 09:25 AM   #1991
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Dignan View Post
I think the balance of difficulty and playability has been found. Escorts are a threat but not impossible to escape from. Thanks for this mod.
Has anyone tested aircraft behaviour with the latest IRAI version enabled?

Were they dropping bombs, depth charges or torpedoes?
gap is offline   Reply With Quote
Old 02-12-13, 10:03 AM   #1992
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

Quote:
Originally Posted by gap View Post
Has anyone tested aircraft behaviour with the latest IRAI version enabled?

Were they dropping bombs, depth charges or torpedoes?
I've so far only tested it using the Trevally's patch for OHII and in this test mission the plane didn't dropped bombs..
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Old 02-12-13, 10:17 AM   #1993
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by volodya61 View Post
I've so far only tested it using the Trevally's patch for OHII and in this test mission the plane didn't dropped bombs..
Try switching to the previous version then, and you will see what I mean
gap is offline   Reply With Quote
Old 02-12-13, 11:26 AM   #1994
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

Quote:
Originally Posted by gap View Post
Try switching to the previous version then, and you will see what I mean
OK.. I will test it..
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Old 02-12-13, 03:52 PM   #1995
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 6,094
Downloads: 466
Uploads: 0


Default

Quote:
Originally Posted by gap View Post
what do you suggest instead?
Nah, was thinking at first submerged...my bad .
Surfaced, it's ok
Fifi 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 04:01 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.